//////////////////////////////////////// // Generated with Better Shaders // // Auto-generated shader code, don't hand edit! // // Unity Version: 2019.4.16f1 // Render Pipeline: HDRP2023 // Platform: WindowsEditor //////////////////////////////////////// Shader "AllIn1SpriteShader/AllIn1SpriteShaderLitTransparent_BetterShader" { Properties { _MainTex ("Main Texture", 2D) = "white" {} //0 _Color("Main Color", Color) = (1,1,1,1) //1 _Alpha("General Alpha", Range(0,1)) = 1 //2 _GlowColor("Glow Color", Color) = (1,1,1,1) //3 _Glow("Glow Color Intensity", Range(0,100)) = 10 //4 _GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5 [NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6 _FadeTex("Fade Texture", 2D) = "white" {} //7 _FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8 _FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9 _FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10 _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11 _FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12 _FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13 _OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14 _OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15 _OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16 _OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17 _OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18 [Space] _OutlineTex("Outline Texture", 2D) = "white" {} //19 _OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20 _OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21 [Space] _OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22 _OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23 _OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24 _OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25 _AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26 _AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27 _AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28 _AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29 _AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30 _GradBlend("Gradient Blend", Range(0,1)) = 1 //31 _GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32 _GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33 _GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34 _GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35 [NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36 [HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37 _ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38 [HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39 _ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40 [HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41 _ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42 _HsvShift("Hue Shift", Range(0, 360)) = 180 //43 _HsvSaturation("Saturation", Range(0, 2)) = 1 //44 _HsvBright("Brightness", Range(0, 2)) = 1 //45 _HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46 _HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47 [Space] _HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48 _NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49 _PixelateSize("Pixelate size", Range(4,512)) = 32 //50 [NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51 _ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52 [Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53 _GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54 [Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55 _GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56 _PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57 _PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58 [Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59 _BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60 [Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61 _MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62 _MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63 _GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64 _GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65 _InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66 _InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67 _InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68 _InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69 _AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.01 //70 [Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71 [Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72 _HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73 _HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74 _HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75 _HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76 _HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77 _ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78 _ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79 _GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80 _FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81 _FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82 _FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83 _ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84 _ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85 _ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86 _ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87 _HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88 _HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89 _GrassSpeed("Speed", Range(0,50)) = 2 //90 _GrassWind("Bend amount", Range(0,50)) = 20 //91 [Space] [Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92 _GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93 _WaveAmount("Wave Amount", Range(0, 25)) = 7 //94 _WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95 _WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96 _WaveX("Wave X Axis", Range(0, 1)) = 0 //97 _WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98 _RectSize("Rect Size", Range(1, 4)) = 1 //99 _OffsetUvX("X axis", Range(-1, 1)) = 0 //100 _OffsetUvY("Y axis", Range(-1, 1)) = 0 //101 _ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102 _ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103 _ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104 _ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105 _TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106 _TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107 _ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108 _DistortTex("Distortion Texture", 2D) = "white" {} //109 _DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110 _DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111 _DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112 _TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113 _TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114 _TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115 _TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116 _RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117 _FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118 _PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119 _ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120 _ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121 _ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122 _ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123 _ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124 [HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125 _ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126 _RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127 _RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128 [Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129 _ZWrite ("Depth Write", Float) = 1.0 // 130 _MySrcMode ("SrcMode", Float) = 5 // 131 _MyDstMode ("DstMode", Float) = 10 // 132 _ShineColor("Shine Color", Color) = (1,1,1,1) // 133 _ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134 _ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135 _ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136 _ShineGlow("Shine Glow", Range(0,100)) = 1 // 137 [NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138 _GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139 _HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140 _GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141 _GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142 [Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143 _AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144 _GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145 _ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146 _ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147 [HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148 _ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149 _ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150 [HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151 _Contrast ("Contrast", Range(0, 6)) = 1 // 152 _Brightness ("Brightness", Range(-1, 1)) = 0 // 153 _ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154 _ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155 _GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156 _GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157 _HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158 [AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159 _OverlayTex("Overlay Texture", 2D) = "white" {} //160 _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161 _OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162 _OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163 _RadialStartAngle("Radial Start Angle", Range(0, 360)) = 90 //164 _RadialClip("Radial Clip", Range(0, 360)) = 45 //165 _RadialClip2("Radial Clip 2", Range(0, 360)) = 0 //166 _WarpStrength("Warp Strength", Range(0, 0.1)) = 0.025 //167 _WarpSpeed("Warp Speed", Range(0, 25)) = 8 //168 _WarpScale("Warp Scale", Range(0.05, 3)) = 0.5 //169 _OverlayTextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 0.25 //170 _OverlayTextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0.25 //171 _ZTestMode ("Z Test Mode", Float) = 4 _CullingOption ("Culling Option", float) = 0 [HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0 [HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0 [HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0 [HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0 [HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0 _EditorDrawers("Editor Drawers", Int) = 6 [Normal][NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {} _NormalStrength("Normal Strength", Range(0, 15)) = 1.0 [HideInInspector]_RenderQueueType("Float", Float) = 1 [HideInInspector][ToggleUI]_AddPrecomputedVelocity("Boolean", Float) = 0 [HideInInspector][ToggleUI]_DepthOffsetEnable("Boolean", Float) = 0 [HideInInspector][ToggleUI]_TransparentWritingMotionVec("Boolean", Float) = 0 [HideInInspector][ToggleUI]_AlphaCutoffEnable("Boolean", Float) = 0 [HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Float) = 0 [HideInInspector][ToggleUI]_UseShadowThreshold("Boolean", Float) = 0 [HideInInspector][ToggleUI]_TransparentDepthPrepassEnable("Boolean", Float) = 0 [HideInInspector][ToggleUI]_TransparentDepthPostpassEnable("Boolean", Float) = 0 [HideInInspector]_SurfaceType("Float", Float) = 0 [HideInInspector]_BlendMode("Float", Float) = 0 [HideInInspector]_SrcBlend("Float", Float) = 1 [HideInInspector]_DstBlend("Float", Float) = 0 [HideInInspector]_AlphaSrcBlend("Float", Float) = 1 [HideInInspector]_AlphaDstBlend("Float", Float) = 0 [HideInInspector][ToggleUI]_AlphaToMask("Boolean", Float) = 0 [HideInInspector][ToggleUI]_AlphaToMaskInspectorValue("Boolean", Float) = 0 [HideInInspector][ToggleUI]_ZWrite("Boolean", Float) = 1 [HideInInspector][ToggleUI]_TransparentZWrite("Boolean", Float) = 0 [HideInInspector][ToggleUI]_EnableFogOnTransparent("Boolean", Float) = 1 [HideInInspector]_ZTestDepthEqualForOpaque("Float", Int) = 4 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("Float", Float) = 4 [HideInInspector][ToggleUI]_TransparentBackfaceEnable("Boolean", Float) = 0 [HideInInspector][ToggleUI]_RequireSplitLighting("Boolean", Float) = 0 [HideInInspector][ToggleUI]_ReceivesSSR("Boolean", Float) = 1 [HideInInspector][ToggleUI]_ReceivesSSRTransparent("Boolean", Float) = 0 [HideInInspector][ToggleUI]_EnableBlendModePreserveSpecularLighting("Boolean", Float) = 1 [HideInInspector][ToggleUI]_SupportDecals("Boolean", Float) = 1 [HideInInspector]_StencilRef("Float", Int) = 0 [HideInInspector]_StencilWriteMask("Float", Int) = 6 [HideInInspector]_StencilRefDepth("Float", Int) = 8 [HideInInspector]_StencilWriteMaskDepth("Float", Int) = 8 [HideInInspector]_StencilRefMV("Float", Int) = 40 [HideInInspector]_StencilWriteMaskMV("Float", Int) = 40 [HideInInspector]_StencilRefDistortionVec("Float", Int) = 4 [HideInInspector]_StencilWriteMaskDistortionVec("Float", Int) = 4 [HideInInspector]_StencilWriteMaskGBuffer("Float", Int) = 14 [HideInInspector]_StencilRefGBuffer("Float", Int) = 10 [HideInInspector]_ZTestGBuffer("Float", Int) = 4 [HideInInspector][ToggleUI]_RayTracing("Boolean", Float) = 0 [HideInInspector][Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Float", Float) = 0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Transparent" "Queue" = "Transparent" } Pass { // based on HDLitPass.template Name "Forward" Tags { "LightMode" = "Forward" } Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] CompFront Always PassFront Replace CompBack Always PassBack Replace } ColorMask [_ColorMaskTransparentVel] 1 Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma instancing_options renderinglayer #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_instancing //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT #pragma multi_compile _ DEBUG_DISPLAY //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile _ USE_LEGACY_LIGHTMAPS //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN //------------------------------------------------------------------------------------- // Variant Definitions (active field translations to HDRP defines) //------------------------------------------------------------------------------------- // #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 // #define _MATERIAL_FEATURE_TRANSMISSION 1 // #define _MATERIAL_FEATURE_ANISOTROPY 1 // #define _MATERIAL_FEATURE_IRIDESCENCE 1 // #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _ENABLE_FOG_ON_TRANSPARENT 1 // #define _AMBIENT_OCCLUSION 1 // #define _SPECULAR_OCCLUSION_FROM_AO 1 // #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 // #define _SPECULAR_OCCLUSION_CUSTOM 1 // #define _ENERGY_CONSERVING_SPECULAR 1 // #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // #define _HAS_REFRACTION 1 // #define _REFRACTION_PLANE 1 // #define _REFRACTION_SPHERE 1 // #define _DISABLE_DECALS 1 // #define _DISABLE_SSR 1 // #define _ADD_PRECOMPUTED_VELOCITY // #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 // #define _DEPTHOFFSET_ON 1 // #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 #define SHADERPASS SHADERPASS_FORWARD #define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING #define HAS_LIGHTLOOP #define RAYTRACING_SHADER_GRAPH_DEFAULT #define _PASSFORWARD 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } #ifdef UNITY_VIRTUAL_TEXTURING #define VT_BUFFER_TARGET SV_Target1 #define EXTRA_BUFFER_TARGET SV_Target2 #else #define EXTRA_BUFFER_TARGET SV_Target1 #endif void Frag(VertexToPixel v2p, #ifdef OUTPUT_SPLIT_LIGHTING out float4 outColor : SV_Target0, // outSpecularLighting #ifdef UNITY_VIRTUAL_TEXTURING out float4 outVTFeedback : VT_BUFFER_TARGET, #endif out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET, OUTPUT_SSSBUFFER(outSSSBuffer) #else out float4 outColor : SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING ,out float4 outVTFeedback : VT_BUFFER_TARGET #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : EXTRA_BUFFER_TARGET #endif // _WRITE_TRANSPARENT_MOTION_VECTOR #endif // OUTPUT_SPLIT_LIGHTING #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR // Init outMotionVector here to solve compiler warning (potentially unitialized variable) // It is init to the value of forceNoMotion (with 2.0) outMotionVec = float4(2.0, 0.0, 0.0, 0.0); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2p); FragInputs input = BuildFragInputs(v2p); // We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer. input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy; uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize(); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2p, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); // We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4. #ifdef DEBUG_DISPLAY // Init in debug display mode to quiet warning #ifdef OUTPUT_SPLIT_LIGHTING outDiffuseLighting = 0; ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #endif // Same code in ShaderPassForwardUnlit.shader // Reminder: _DebugViewMaterialArray[i] // i==0 -> the size used in the buffer // i>0 -> the index used (0 value means nothing) // The index stored in this buffer could either be // - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported) // - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty) bool viewMaterial = false; int bufferSize = _DebugViewMaterialArray[0].x; if (bufferSize != 0) { bool needLinearToSRGB = false; float3 result = float3(1.0, 0.0, 1.0); // Loop through the whole buffer // Works because GetSurfaceDataDebug will do nothing if the index is not a known one for (int index = 1; index <= bufferSize; index++) { int indexMaterialProperty = _DebugViewMaterialArray[index].x; // skip if not really in use if (indexMaterialProperty != 0) { viewMaterial = true; GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB); GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); } } // TEMP! // For now, the final blit in the backbuffer performs an sRGB write // So in the meantime we apply the inverse transform to linear data to compensate. if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); } if (!viewMaterial) { if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR) { float3 result = float3(0.0, 0.0, 0.0); GetPBRValidatorDebug(surfaceData, result); outColor = float4(result, 1.0f); } else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outColor = result; } else #endif { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput); float3 diffuseLighting = lightLoopOutput.diffuseLighting; float3 specularLighting = lightLoopOutput.specularLighting; diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outColor = float4(specularLighting, 1.0); outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0); } else { outColor = float4(diffuseLighting + specularLighting, 1.0); outDiffuseLighting = 0; } ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #else outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); outColor = EvaluateAtmosphericScattering(posInput, V, outColor); #endif ChainFinalColorForward(l, d, outColor); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); // outMotionVec is already initialize at the value of forceNoMotion (see above) if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(v2p.motionVectorCS, v2p.previousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); outMotionVec.zw = 1.0; } #endif } #ifdef DEBUG_DISPLAY } #endif #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #ifdef UNITY_VIRTUAL_TEXTURING outVTFeedback = builtinData.vtPackedFeedback; #endif } ENDHLSL } Pass { // based on HDLitPass.template Name "GBuffer" Tags { "LightMode" = "GBuffer" } //------------------------------------------------------------------------------------- // Render Modes (Blend, Cull, ZTest, Stencil, etc) //------------------------------------------------------------------------------------- Cull Back ZTest [_ZTestGBuffer] Stencil { WriteMask [_StencilWriteMaskGBuffer] Ref [_StencilRefGBuffer] CompFront Always PassFront Replace CompBack Always PassBack Replace } Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma multi_compile _ DOTS_INSTANCING_ON #pragma instancing_options renderinglayer #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ RENDERING_LAYERS //#pragma multi_compile_raytracing _ LIGHT_LAYERS //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT #pragma multi_compile _ DEBUG_DISPLAY //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile _ USE_LEGACY_LIGHTMAPS //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN //------------------------------------------------------------------------------------- // Variant Definitions (active field translations to HDRP defines) //------------------------------------------------------------------------------------- // #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 // #define _MATERIAL_FEATURE_TRANSMISSION 1 // #define _MATERIAL_FEATURE_ANISOTROPY 1 // #define _MATERIAL_FEATURE_IRIDESCENCE 1 // #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _ENABLE_FOG_ON_TRANSPARENT 1 // #define _AMBIENT_OCCLUSION 1 // #define _SPECULAR_OCCLUSION_FROM_AO 1 // #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 // #define _SPECULAR_OCCLUSION_CUSTOM 1 // #define _ENERGY_CONSERVING_SPECULAR 1 // #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // #define _HAS_REFRACTION 1 // #define _REFRACTION_PLANE 1 // #define _REFRACTION_SPHERE 1 // #define _DISABLE_DECALS 1 // #define _DISABLE_SSR 1 // #define _ADD_PRECOMPUTED_VELOCITY // #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 // #define _DEPTHOFFSET_ON 1 // #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 #define SHADERPASS SHADERPASS_GBUFFER #define RAYTRACING_SHADER_GRAPH_DEFAULT #define _PASSGBUFFER 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag //------------------------------------------------------------------------------------- // Defines //------------------------------------------------------------------------------------- // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } void Frag( VertexToPixel v2f, OUTPUT_GBUFFER(outGBuffer) #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f); FragInputs input = BuildFragInputs(v2f); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); ENCODE_INTO_GBUFFER(surfaceData, builtinData, posInput.positionSS, outGBuffer); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif } ENDHLSL } Pass { // based on HDLitPass.template Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } //------------------------------------------------------------------------------------- // Render Modes (Blend, Cull, ZTest, Stencil, etc) //------------------------------------------------------------------------------------- Cull Back ZWrite On ColorMask 0 ZClip [_ZClip] Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#pragma enable_d3d11_debug_symbols #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile _ LOD_FADE_CROSSFADE //#pragma multi_compile_local _ _ALPHATEST_ON //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma multi_compile _ WRITE_DECAL_BUFFER //------------------------------------------------------------------------------------- // Variant Definitions (active field translations to HDRP defines) //------------------------------------------------------------------------------------- // #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 // #define _MATERIAL_FEATURE_TRANSMISSION 1 // #define _MATERIAL_FEATURE_ANISOTROPY 1 // #define _MATERIAL_FEATURE_IRIDESCENCE 1 // #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _ENABLE_FOG_ON_TRANSPARENT 1 // #define _AMBIENT_OCCLUSION 1 // #define _SPECULAR_OCCLUSION_FROM_AO 1 // #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 // #define _SPECULAR_OCCLUSION_CUSTOM 1 // #define _ENERGY_CONSERVING_SPECULAR 1 // #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // #define _HAS_REFRACTION 1 // #define _REFRACTION_PLANE 1 // #define _REFRACTION_SPHERE 1 // #define _DISABLE_DECALS 1 // #define _DISABLE_SSR 1 // #define _ADD_PRECOMPUTED_VELOCITY // #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 // #define _DEPTHOFFSET_ON 1 // #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 #define SHADERPASS SHADERPASS_SHADOWS #define _PASSSHADOW 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag //------------------------------------------------------------------------------------- // Defines //------------------------------------------------------------------------------------- // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } #if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target1 #else #define SV_TARGET_DECAL SV_Target0 #endif void Frag( VertexToPixel v2f #if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS) , out float4 outColor : SV_Target0 #else #ifdef WRITE_MSAA_DEPTH // We need the depth color as SV_Target0 for alpha to coverage , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif // Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS) #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) , out float4 outDecalBuffer : SV_TARGET_DECAL #endif #endif #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f); FragInputs input = BuildFragInputs(v2f); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #ifdef SCENESELECTIONPASS // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #else #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = v2f.pos.z; #ifdef _ALPHATOMASK_ON // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif // alphatomask #endif // msaa_depth #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER) DecalPrepassData decalPrepassData; #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else // We don't have the right to access SurfaceData in a shaderpass. // However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway // Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway) decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; #endif decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif } ENDHLSL } Pass { // based on HDLitPass.template Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } //------------------------------------------------------------------------------------- // Render Modes (Blend, Cull, ZTest, Stencil, etc) //------------------------------------------------------------------------------------- Cull Back ZWrite On // Stencil setup Stencil { WriteMask [_StencilWriteMaskDepth] Ref [_StencilRefDepth] CompFront Always PassFront Replace CompBack Always PassBack Replace } AlphaToMask [_AlphaCutoffEnable] Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#pragma enable_d3d11_debug_symbols #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile _ LOD_FADE_CROSSFADE //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma multi_compile _ WRITE_DECAL_BUFFER //------------------------------------------------------------------------------------- // Variant Definitions (active field translations to HDRP defines) //------------------------------------------------------------------------------------- // #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 // #define _MATERIAL_FEATURE_TRANSMISSION 1 // #define _MATERIAL_FEATURE_ANISOTROPY 1 // #define _MATERIAL_FEATURE_IRIDESCENCE 1 // #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _ENABLE_FOG_ON_TRANSPARENT 1 // #define _AMBIENT_OCCLUSION 1 // #define _SPECULAR_OCCLUSION_FROM_AO 1 // #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 // #define _SPECULAR_OCCLUSION_CUSTOM 1 // #define _ENERGY_CONSERVING_SPECULAR 1 // #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // #define _HAS_REFRACTION 1 // #define _REFRACTION_PLANE 1 // #define _REFRACTION_SPHERE 1 // #define _DISABLE_DECALS 1 // #define _DISABLE_SSR 1 // #define _ADD_PRECOMPUTED_VELOCITY // #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 // #define _DEPTHOFFSET_ON 1 // #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 #define SHADERPASS SHADERPASS_DEPTH_ONLY #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #define _PASSDEPTH 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } #if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target1 #else #define SV_TARGET_DECAL SV_Target0 #endif void Frag( VertexToPixel v2p #if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS) , out float4 outColor : SV_Target0 #else #ifdef WRITE_MSAA_DEPTH // We need the depth color as SV_Target0 for alpha to coverage , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif // Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS) #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) , out float4 outDecalBuffer : SV_TARGET_DECAL #endif #endif #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2p); FragInputs input = BuildFragInputs(v2p); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2p, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); // to prevent stripping surfaceData.normalWS *= saturate(l.Albedo.r + 9999); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #ifdef SCENESELECTIONPASS // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = unity_SelectionID; #else #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = v2p.pos.z; #ifdef _ALPHATOMASK_ON // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif // alphatomask #endif // msaa_depth #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER) DecalPrepassData decalPrepassData; #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else // We don't have the right to access SurfaceData in a shaderpass. // However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway // Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway) decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; #endif decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif #endif } ENDHLSL } Pass { // based on HDLitPass.template Name "META" Tags { "LightMode" = "META" } Cull Off Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ DOTS_INSTANCING_ON #pragma instancing_options renderinglayer #pragma multi_compile_instancing //#pragma multi_compile_local _ _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE //------------------------------------------------------------------------------------- // Variant Definitions (active field translations to HDRP defines) //------------------------------------------------------------------------------------- // #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 // #define _MATERIAL_FEATURE_TRANSMISSION 1 // #define _MATERIAL_FEATURE_ANISOTROPY 1 // #define _MATERIAL_FEATURE_IRIDESCENCE 1 // #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _ENABLE_FOG_ON_TRANSPARENT 1 // #define _AMBIENT_OCCLUSION 1 // #define _SPECULAR_OCCLUSION_FROM_AO 1 // #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 // #define _SPECULAR_OCCLUSION_CUSTOM 1 // #define _ENERGY_CONSERVING_SPECULAR 1 // #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // #define _HAS_REFRACTION 1 // #define _REFRACTION_PLANE 1 // #define _REFRACTION_SPHERE 1 // #define _DISABLE_DECALS 1 // #define _DISABLE_SSR 1 // #define _ADD_PRECOMPUTED_VELOCITY // #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 // #define _DEPTHOFFSET_ON 1 // #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #define RAYTRACING_SHADER_GRAPH_HIGH #define REQUIRE_DEPTH_TEXTURE #define _PASSMETA 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } float4 Frag(VertexToPixel v2f #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) : SV_Target { FragInputs input = BuildFragInputs(v2f); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); // no debug apply during light transport pass BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); // This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor // We use unity_MetaFragmentControl to make the distinction. float4 res = float4(0.0, 0.0, 0.0, 1.0); if (unity_MetaFragmentControl.x) { // Apply diffuseColor Boost from LightmapSettings. // put abs here to silent a warning, no cost, no impact as color is assume to be positive. res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); } if (unity_MetaFragmentControl.y) { // emissive use HDR format res.rgb = lightTransportData.emissiveColor; } return res; } ENDHLSL } Pass { // based on HDLitPass.template Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } Cull Off ColorMask 0 Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_instancing #pragma editor_sync_compilation #pragma instancing_options renderinglayer //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN //------------------------------------------------------------------------------------- // Variant Definitions (active field translations to HDRP defines) //------------------------------------------------------------------------------------- // #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 // #define _MATERIAL_FEATURE_TRANSMISSION 1 // #define _MATERIAL_FEATURE_ANISOTROPY 1 // #define _MATERIAL_FEATURE_IRIDESCENCE 1 // #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _ENABLE_FOG_ON_TRANSPARENT 1 // #define _AMBIENT_OCCLUSION 1 // #define _SPECULAR_OCCLUSION_FROM_AO 1 // #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 // #define _SPECULAR_OCCLUSION_CUSTOM 1 // #define _ENERGY_CONSERVING_SPECULAR 1 // #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // #define _HAS_REFRACTION 1 // #define _REFRACTION_PLANE 1 // #define _REFRACTION_SPHERE 1 // #define _DISABLE_DECALS 1 // #define _DISABLE_SSR 1 // #define _ADD_PRECOMPUTED_VELOCITY // #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 // #define _DEPTHOFFSET_ON 1 // #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 #define SHADERPASS SHADERPASS_DEPTH_ONLY #define RAYTRACING_SHADER_GRAPH_DEFAULT #define SCENESELECTIONPASS #define _PASSSCENESELECT 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } void Frag( VertexToPixel IN #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) // When only WRITE_MSAA_DEPTH is define and not WRITE_NORMAL_BUFFER it mean we are Unlit and only need depth, but we still have normal buffer binded , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); FragInputs input = BuildFragInputs(IN); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(IN, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), posInput.positionSS, outNormalBuffer); #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = v2f.pos.z; #endif #elif defined(WRITE_MSAA_DEPTH) // When we are MSAA depth only without normal buffer // Due to the binding order of these two render targets, we need to have them both declared outNormalBuffer = float4(0.0, 0.0, 0.0, 1.0); // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = v2f.pos.z; #elif defined(SCENESELECTIONPASS) // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #endif } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_instancing #pragma editor_sync_compilation #pragma instancing_options renderinglayer //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma multi_compile _ WRITE_DECAL_BUFFER #pragma multi_compile _ LOD_FADE_CROSSFADE #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } void Frag( VertexToPixel v2f #if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS) , out float4 outColor : SV_Target0 #else #ifdef WRITE_MSAA_DEPTH // We need the depth color as SV_Target0 for alpha to coverage , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif // Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS) #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) , out float4 outDecalBuffer : SV_TARGET_DECAL #endif #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f); FragInputs input = BuildFragInputs(v2f); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); #ifdef SCENESELECTIONPASS // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #else #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = v2p.pos.z; #ifdef _ALPHATOMASK_ON // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif // alphatomask #endif // msaa_depth #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER) DecalPrepassData decalPrepassData; #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else // We don't have the right to access SurfaceData in a shaderpass. // However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway // Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway) decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; #endif decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif #endif } ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode" = "MotionVectors" } // Render State Cull Back ZWrite On Stencil { WriteMask [_StencilWriteMaskMV] Ref [_StencilRefMV] CompFront Always PassFront Replace CompBack Always PassBack Replace } Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "PreviewType" = "Plane" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Blend SrcAlpha OneMinusSrcAlpha //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile _ WRITE_MSAA_DEPTH //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT #pragma multi_compile _ WRITE_NORMAL_BUFFER //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT #pragma multi_compile _ WRITE_DECAL_BUFFER //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #define SHADERPASS SHADERPASS_MOTION_VECTORS #define RAYTRACING_SHADER_GRAPH_DEFAULT #define VARYINGS_NEED_PASS #define _PASSMOTIONVECTOR 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } #if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target3 #elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target2 #else #define SV_TARGET_NORMAL SV_Target1 #endif // Caution: Motion vector pass is different from Depth prepass, it render normal buffer last instead of decal buffer last // and thus, we force a write of 0 if _DISABLE_DECALS so we always write in the decal buffer. // This is required as we can't make distinction between deferred (write normal buffer) and forward (write normal buffer) // in the context of the motion vector pass. The cost is acceptable as it is only do object with motion vector (usualy skin object) // that most of the time use Forward Material (so are already writing motion vector data). // So note that here unlike for depth prepass we don't check && !defined(_DISABLE_DECALS) void Frag( VertexToPixel v2f #ifdef WRITE_MSAA_DEPTH // We need the depth color as SV_Target0 for alpha to coverage , out float4 depthColor : SV_Target0 , out float4 outMotionVector : SV_Target1 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target2 #endif #else // When no MSAA, the motion vector is always the first buffer , out float4 outMotionVector : SV_Target0 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target1 #endif #endif // Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS) #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_TARGET_NORMAL #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { FragInputs input = BuildFragInputs(v2f); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; Surface l; ShaderData d; GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d #if NEED_FACING , facing #endif ); #ifdef _DEPTHOFFSET_ON v2f.motionVectorCS.w += builtinData.depthOffset; v2f.previousPositionCS.w += builtinData.depthOffset; #endif // TODO: How to allow overriden motion vector from GetSurfaceAndBuiltinData ? float2 motionVector = CalculateMotionVector(v2f.motionVectorCS, v2f.previousPositionCS); // Convert from Clip space (-1..1) to NDC 0..1 space. // Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space. // Note: ((positionCS * 0.5 + 0.5) - (v2f.previousPositionCS * 0.5 + 0.5)) = (motionVector * 0.5) EncodeMotionVector(motionVector * 0.5, outMotionVector); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; // Setting the motionVector to a value more than 2 set as a flag for "force no motion". This is valid because, given that the velocities are in NDC, // a value of >1 can never happen naturally, unless explicitely set. if (forceNoMotion) outMotionVector = float4(2.0, 0.0, 0.0, 0.0); // Depth and Alpha to coverage #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = v2f.pos.z; #ifdef _ALPHATOMASK_ON // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif // Normal Buffer Processing #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) DecalPrepassData decalPrepassData; // Force a write in decal buffer even if decal is disab. This is a neutral value which have no impact for later pass #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else // We don't have the right to access SurfaceData in a shaderpass. // However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway // Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway) decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask(); #endif EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); outDecalBuffer.w = (GetMeshRenderingLayerMask() & 0x000000FF) / 255.0; #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "FullScreenDebug" Tags { "LightMode" = "FullScreenDebug" } // Render State Cull Back ZTest LEqual ZWrite Off //------------------------------------------------------------------------------------- // End Render Modes //------------------------------------------------------------------------------------- HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT //#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY //#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY //#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC //#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT //#pragma shader_feature_local _ _DISABLE_DECALS //#pragma shader_feature_local _ _DISABLE_SSR //#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT //#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma multi_compile _ LOD_FADE_CROSSFADE #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #define _PASSFULLSCREENDEBUG 1 #pragma shader_feature_local GLOW_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local OUTBASE_ON #pragma shader_feature_local ONLYOUTLINE_ON #pragma shader_feature_local GRADIENT_ON #pragma shader_feature_local GRADIENT2COL_ON #pragma shader_feature_local RADIALGRADIENT_ON #pragma shader_feature_local COLORSWAP_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local CHANGECOLOR_ON #pragma shader_feature_local CHANGECOLOR2_ON #pragma shader_feature_local CHANGECOLOR3_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local GRADIENTCOLORRAMP_ON #pragma shader_feature_local HITEFFECT_ON #pragma shader_feature_local NEGATIVE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local GREYSCALE_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local BLUR_ON #pragma shader_feature_local MOTIONBLUR_ON #pragma shader_feature_local GHOST_ON #pragma shader_feature_local ALPHAOUTLINE_ON #pragma shader_feature_local INNEROUTLINE_ON #pragma shader_feature_local ONLYINNEROUTLINE_ON #pragma shader_feature_local HOLOGRAM_ON #pragma shader_feature_local CHROMABERR_ON #pragma shader_feature_local GLITCH_ON #pragma shader_feature_local FLICKER_ON #pragma shader_feature_local SHADOW_ON #pragma shader_feature_local SHINE_ON #pragma shader_feature_local CONTRAST_ON #pragma shader_feature_local OVERLAY_ON #pragma shader_feature_local OVERLAYMULT_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local WIND_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local RECTSIZE_ON #pragma shader_feature_local OFFSETUV_ON #pragma shader_feature_local CLIPPING_ON #pragma shader_feature_local RADIALCLIPPING_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local ZOOMUV_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local WARP_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local ROTATEUV_ON #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local FISHEYE_ON #pragma shader_feature_local PINCH_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local OUTTEX_ON #pragma shader_feature_local OUTDIST_ON #pragma shader_feature_local OUTBASE8DIR_ON #pragma shader_feature_local OUTBASEPIXELPERF_ON #pragma shader_feature_local COLORRAMPOUTLINE_ON #pragma shader_feature_local GREYSCALEOUTLINE_ON #pragma shader_feature_local POSTERIZEOUTLINE_ON #pragma shader_feature_local BLURISHD_ON #pragma shader_feature_local MANUALWIND_ON #pragma shader_feature_local ATLAS_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature NORMALMAP_ON #define _HDRP 1 #define _USINGTEXCOORD1 1 #define _USINGTEXCOORD2 1 #pragma vertex Vert #pragma fragment Frag // useful conversion functions to make surface shader code just work #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(tex) TEXTURE2D_ARRAY(tex); #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 #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #ifndef SHADER_STAGE_FRAGMENT #if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute #define SHADOW_MEDIUM #endif #if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute #define AREA_SHADOW_MEDIUM #endif #endif // HDRP Adapter stuff #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT #define RAYTRACING_SHADER_GRAPH_HIGH #endif #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED #define RAYTRACING_SHADER_GRAPH_LOW #endif // end // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #define HAVE_RECURSIVE_RENDERING #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif // Translate transparent motion vector define #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START(UnityPerMaterial) float _UseShadowThreshold; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; float _RayTracing; float _RefractionModel; half4 _Color; half4 _MainTex_ST, _MainTex_TexelSize; half _Alpha, _AlphaCutoffValue; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if FADE_ON half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if ALPHAOUTLINE_ON half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif #if CHANGECOLOR2_ON half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; #endif #if CHANGECOLOR3_ON half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if PIXELATE_ON half _PixelateSize; #endif #if GREYSCALE_ON half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency, _GhostBlend; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if CONTRAST_ON half _Contrast, _Brightness; #endif #if OVERLAY_ON half4 _OverlayTex_ST, _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if WAVEUV_ON float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if RADIALCLIPPING_ON half _RadialStartAngle, _RadialClip, _RadialClip2; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if WARP_ON half _WarpStrength, _WarpSpeed, _WarpScale; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if NORMALMAP_ON half _NormalStrength; #endif float _RandomSeed; CBUFFER_END // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // 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% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% // float4 extraV2F0 : TEXCOORD8; // #endif // #if %EXTRAV2F1REQUIREKEY% // float4 extraV2F1 : TEXCOORD9; // #endif // #if %EXTRAV2F2REQUIREKEY% // float4 extraV2F2 : TEXCOORD10; // #endif // #if %EXTRAV2F3REQUIREKEY% // float4 extraV2F3 : TEXCOORD11; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD12; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD13; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD14; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD15; // #endif #if UNITY_ANY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif // UNITY_ANY_INSTANCING_ENABLED #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example) float4 motionVectorCS : TEXCOORD17; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // 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 } TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if GLOW_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if OUTTEX_ON TEXTURE2D(_OutlineTex); SAMPLER(sampler_OutlineTex); #endif #if OUTDIST_ON TEXTURE2D(_OutlineDistortTex); SAMPLER(sampler_OutlineDistortTex); #endif #if COLORSWAP_ON TEXTURE2D(_ColorSwapTex); SAMPLER(sampler_ColorSwapTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTex); SAMPLER(sampler_ColorRampTexGradient); #endif #if SHINE_ON TEXTURE2D(_ShineMask); SAMPLER(sampler_ShineMask); #endif #if OVERLAY_ON TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler) { half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y); half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv); return col.rgb; } //BLURS------------------------------------------------------------------------- half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity) { const half2 texelSize = 1.0 / _ScreenParams.xy; const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv); const half2 offset = Intensity * texelSize; half4 accumulatedColor = color; half accumulatedWeight = 1.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { const half2 sampleUV = uv + half2(x, y) * offset; const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV); accumulatedColor += sampleColor; accumulatedWeight += 1.0; } } half4 blurredColor = accumulatedColor / accumulatedWeight; return blurredColor; } half BlurHD_G(half bhqp, half x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale) { int iterations = 16; int halfIterations = iterations / 2; half sigmaX = 0.1 + BlurAmount * 0.5; half sigmaY = sigmaX; half total = 0.0; half4 ret = half4(0, 0, 0, 0); for (int iy = 0; iy < iterations; ++iy) { half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; for (int ix = 0; ix < iterations; ++ix) { half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; total += fx * fy; ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy; } } return ret / total; } //----------------------------------------------------------------------- //------------------------------------------- half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } //------------------------------------------- //----------------------------------------------------------------------- half rand(half2 seed, half offset) { return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; } half rand2(half2 seed, half offset) { return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } half rand2CustomTime(half2 seed, half offset, half customTime) { return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; } //----------------------------------------------------------------------- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //BILBOARD_ON #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; v.vertex = half4(localPos, 1); #endif //----------------------------------------------------------- v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex); half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif //POLARUV_ON #if POLARUV_ON v.texcoord0.xy = v.texcoord0.xy - center; #endif //---------------------------------------- //ROTATEUV_ON #if ROTATEUV_ON half2 uvC = v.texcoord0.xy; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; v.texcoord0.xy = mul(rot, uvC); v.texcoord0.xy += center; #endif //-------------------- #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif #if OUTTEX_ON v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex); #endif #if OUTDIST_ON v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex); #endif #if DISTORT_ON v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { half randomSeed = _RandomSeed; float2 uvRect = d.texcoord0; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); //CLIPPING_ON #if CLIPPING_ON half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif clip((1 - _ClipUvUp) - tiledUv.y); clip(tiledUv.y - _ClipUvDown); clip((1 - _ClipUvRight) - tiledUv.x); clip(tiledUv.x - _ClipUvLeft); #endif //---------------------------------- //RADIALCLIPPING_ON #if RADIALCLIPPING_ON half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif //----------------------------- //TEXTURESCROLL_ON && ATLAS_ON #if TEXTURESCROLL_ON && ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif //---------------------------- //OFFSETUV_ON #if OFFSETUV_ON #if ATLAS_ON d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY); #endif #endif //---------------------- //POLARUV_ON #if POLARUV_ON d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy)); d.texcoord0.xy *= _MainTex_ST.xy; #endif //-------------------------------------- //TWISTUV_ON #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif 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 //-------------------------------------------- //FISHEYE_ON #if FISHEYE_ON half bind = length(centerTiled); half2 dF = d.texcoord0.xy - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif //--------------------------------------------- //PINCH_ON #if PINCH_ON half2 dP = d.texcoord0.xy - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif //--------------------------------------------- //ZOOMUV_ON #if ZOOMUV_ON d.texcoord0.xy -= centerTiled; d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount; d.texcoord0.xy += centerTiled; #endif //----------------------------------------------- //DOODLE_ON #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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 //-------------------------- //SHAKEUV_ON #if SHAKEUV_ON half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif //------------------------------------------- //RECTSIZE_ON #if RECTSIZE_ON d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif //------------------------------------------- //DISTORT_ON #if DISTORT_ON #if ATLAS_ON d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV)); d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV)); #endif d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif //------------------------------------------------------- //WARP_ON #if WARP_ON half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; d.texcoord0.xy += warp; #endif //------------------------------------------------------- //WAVEUV_ON #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif //---------------------------------------------------- //ROUNDWAVEUV_ON #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif //---------------------------------------------------- //WIND_ON #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = d.texcoord0.xy - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif //-------------------------------------------------------- //TEXTURESCROLL_ON && !ATLAS_ON #if TEXTURESCROLL_ON && !ATLAS_ON d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif //------------------------------ //PIXELATE_ON #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 //-------------- half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy); half originalAlpha = col.a; col *= d.vertexColor; //NORMAL MAP #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif float normalSign = sign(dot(d.worldSpaceViewDir, d.worldSpaceNormal)); o.Normal *= normalSign; //GLITCH_ON #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor; #endif //-------------------------------------- //CHROMABERR_ON #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor; col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); #endif //-------------------------------- //BLUR_ON #if BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor; #endif #else #if !BLURISHD_ON col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor; #else col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor; #endif #endif #endif //-------------------- //MOTIONBLUR_ON #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif //------------------------------------ //NEGATIVE_ON #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif //-------------- half luminance = 0; //GREYSCALE_ON && !GREYSCALEOUTLINE_ON #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //------------------------------------ //GHOST_ON #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif //------------------------------------ //INNEROUTLINE_ON #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex)); #if !ONLYINNEROUTLINE_ON innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; #else innerT *= col.a * _InnerOutlineAlpha; col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; col.a = step(0.3, col.r+col.g+col.b); #endif #endif //------------------------------------------------------- //HITEFFECT_ON #if HITEFFECT_ON col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); #endif //-------------------- //GRADIENT_ON #if GRADIENT_ON half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif //-------------------------------------------------------------------- //CONTRAST_ON #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif //------------------------------------------------------------------- //COLORSWAP_ON #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif //-------------------------------------------------------------------- //COLORRAMP_ON && !COLORRAMPOUTLINE_ON #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //-------------------------------------------------------------------- //CHANGECOLOR_ON #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #endif //------------------------------------------------------- //POSTERIZE_ON && !POSTERIZEOUTLINE_ON #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //------------------------------------ //HSV_ON #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 //------------------------------------------------------- //OVERLAY_ON #if OVERLAY_ON half2 overlayUvs = d.texcoord0.xy; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //--------------------------------- //OUTBASE_ON #if OUTBASE_ON #if OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a; result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; #endif result = step(0.05, saturate(result)); #if OUTTEX_ON d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1; d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * d.vertexColor.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //------------------------------------------------------- //FADE_ON #if FADE_ON half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex); half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex); #if ATLAS_ON tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif //------------------------------------------------------- //SHADOW_ON #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); col.rgb += (_ShadowColor * shadowA) * (1 - col.a); col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a); #endif //------------------------------------------------------- //GLOW_ON #if GLOW_ON half4 emission; #if GLOWTEX_ON emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0); #else emission = col; #endif col.rgb *= _GlowGlobal; emission.rgb *= emission.a * col.a * _Glow * _GlowColor; col.rgb += emission.rgb; #endif //------------------------------------------------------- //COLORRAMP_ON && COLORRAMPOUTLINE_ON #if COLORRAMP_ON && COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif //--------------- //GREYSCALE_ON && GREYSCALEOUTLINE_ON #if GREYSCALE_ON && GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif //----------------------------------- //POSTERIZE_ON && POSTERIZEOUTLINE_ON #if POSTERIZE_ON && POSTERIZEOUTLINE_ON col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; col.rgb = floor(col.rgb) / _PosterizeNumColors; col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); #endif //----------------------------------- //SHINE_ON #if SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif //----------------------------------- //HOLOGRAM_ON #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif //----------------------------------- //FLICKER_ON #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif //----------------------------------- //ALPHACUTOFF_ON //ALPHAROUND_ON //ALPHAOUTLINE_ON #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif //------------------------------------------------------- //FOG_ON //------------------ col *= _Color; o.Albedo = col; col.a *= _Alpha; clip(col.a - _AlphaCutoffValue - 0.01); o.Alpha = col.a; } 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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END VertexToPixel Vert(VertexData inputMesh) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Output UV coordinate in vertex shader float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0); output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz; // Normal is required for triplanar mapping output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal); // Not required but assign to silent compiler warning output.worldTangent = float4(1.0, 0.0, 0.0, 0.0); output.texcoord0 = inputMesh.texcoord0; output.texcoord1 = inputMesh.texcoord1; output.texcoord2 = inputMesh.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = inputMesh.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = inputMesh.vertexColor; // #endif return output; } #else #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl" 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 VertexToPixel Vert(VertexData input) { VertexToPixel output; ZERO_INITIALIZE(VertexToPixel, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = input; #endif ChainModifyVertex(input, output, _Time); // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normal); float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w); output.worldPos = GetAbsolutePositionWS(positionRWS); output.pos = TransformWorldToHClip(positionRWS); output.worldNormal = normalWS; output.worldTangent = tangentWS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; // #if %TEXCOORD3REQUIREKEY% output.texcoord3 = input.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% output.vertexColor = input.vertexColor; // #endif // #if %SCREENPOSREQUIREKEY% // output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x); // #endif #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(output); #endif output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= input.precomputedVelocity; #endif previousMesh.vertex = float4(effectivePositionOS, 1); VertexToPixel dummy = (VertexToPixel)0; ChainModifyVertex(previousMesh, dummy, _LastTimeParameters); // we might need this for skinned objects? //float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = positionRWS.xyz; } #endif // _WRITE_TRANSPARENT_MOTION_VECTOR output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) return output; } #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif FragInputs BuildFragInputs(VertexToPixel input) { UNITY_SETUP_INSTANCE_ID(input); FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.pos; // input.positionCS is SV_Position // BETTER SHADERS: because we transform world position into actual world space for things like // triplanar, etc, we have to back transform it here for lighting output.positionRWS = GetCameraRelativePositionWS(input.worldPos); output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal); output.texCoord0 = input.texcoord0; output.texCoord1 = input.texcoord1; output.texCoord2 = input.texcoord2; return output; } #if UNITY_VERSION > UNITY_2022_3_12 void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS, inout SurfaceData surfaceData) { float3 doubleSidedConstants = GetDoubleSidedConstants(); #ifdef DECAL_NORMAL_BLENDING // SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert // the normal to gradient before applying the decal. We then have to resolve the gradient back to world space normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS, fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]); #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants); #else // normal delivered to master node #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz); ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData); } #endif #endif } #endif void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; surfaceData.thickness = surfaceDescription.Thickness; surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); #if _USESPECULAR surfaceData.specularColor = surfaceDescription.Specular; #endif surfaceData.coatMask = surfaceDescription.CoatMask; surfaceData.anisotropy = surfaceDescription.Anisotropy; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = surfaceDescription.ior; surfaceData.transmittanceColor = surfaceDescription.transmittanceColor; surfaceData.atDistance = surfaceDescription.atDistance; surfaceData.transmittanceMask = surfaceDescription.transmittanceMask; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) // Require to have setup baseColor // Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif float3 normalTS = surfaceDescription.Normal; #if !_WORLDSPACENORMAL surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld); #else normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal); surfaceData.normalWS = surfaceDescription.Normal; #endif #if UNITY_VERSION > UNITY_2022_3_12 ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData); #else #ifdef DECAL_NORMAL_BLENDING #if HAVE_DECALS float alpha = 1.0; alpha = surfaceDescription.Alpha; if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS); } #endif #else #if HAVE_DECALS if (_EnableDecals) { float alpha = 1.0; alpha = surfaceDescription.Alpha; // Both uses and modifies 'surfaceData.normalWS'. DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif #endif #endif surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { // TODO: need to update mip info surfaceData.metallic = 0; } // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif } void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d #if NEED_FACING , bool facing #endif ) { // Removed since crossfade does not work, probably needs extra material setup. //#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) // #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group // LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); // #endif //#endif d = CreateShaderData(m2ps #if NEED_FACING , facing #endif ); l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; l.SpecularOcclusion = 1; #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) l.outputDepth = d.clipPos.z; #endif ChainSurfaceFunction(l, d); #if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON) posInput.deviceDepth = l.outputDepth; #endif #if _UNLIT //l.Emission = l.Albedo; //l.Albedo = 0; l.Normal = half3(0,0,1); l.Occlusion = 1; l.Metallic = 0; l.Specular = 0; #endif surfaceData.geomNormalWS = d.worldSpaceNormal; surfaceData.tangentWS = d.worldSpaceTangent; fragInputs.tangentToWorld = d.TBNMatrix; float3 bentNormalWS; BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS); float4 lightmapTexCoord1 = fragInputs.texCoord1; float4 lightmapTexCoord2 = fragInputs.texCoord2; //#ifdef FRAG_INPUTS_USE_TEXCOORD1 // float4 lightmapTexCoord1 = fragInputs.texCoord1; // #else // float4 lightmapTexCoord1 = float4(0,0,0,0); // #endif // #ifdef FRAG_INPUTS_USE_TEXCOORD2 // float4 lightmapTexCoord2 = fragInputs.texCoord2; // #else // float4 lightmapTexCoord2 = float4(0,0,0,0); // #endif InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData); builtinData.emissiveColor = l.Emission; #if defined(_OVERRIDE_BAKEDGI) builtinData.bakeDiffuseLighting = l.DiffuseGI; builtinData.backBakeDiffuseLighting = l.BackDiffuseGI; builtinData.emissiveColor += l.SpecularGI; #endif #if defined(_OVERRIDE_SHADOWMASK) builtinData.shadowMask0 = l.ShadowMask.x; builtinData.shadowMask1 = l.ShadowMask.y; builtinData.shadowMask2 = l.ShadowMask.z; builtinData.shadowMask3 = l.ShadowMask.w; #endif #ifdef UNITY_VIRTUAL_TEXTURING //builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceData.Distortion; builtinData.distortionBlur = surfaceData.DistortionBlur; #endif #ifndef SHADER_UNLIT // PostInitBuiltinData call ApplyDebugToBuiltinData PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } #define DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl" #if !defined(_DEPTHOFFSET_ON) [earlydepthstencil] // quad overshading debug mode writes to UAV #endif void Frag(VertexToPixel v2f #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f); FragInputs input = BuildFragInputs(v2f); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz); #ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW) { IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID); } #endif } ENDHLSL } } CustomEditor "AllIn1SpriteShaderLitMaterialInspector" }