// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/SRP Universal/GlintSparkle" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _Albedo("Albedo", Color) = (0,0,0,0) _Normals("Normals", 2D) = "bump" {} [Header(Glint Effect)]_GlintColor("Color", Color) = (0,0,0,0) [KeywordEnum(X,Y,Z)] _Direction("Direction", Float) = 1 [Toggle(_INVERTDIRECTION_ON)] _InvertDirection("Invert Direction", Float) = 1 _SizeSpeedInterval("Size Speed Interval", Vector) = (1,1,1,0) _GlintFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0) _TailHeadFalloff("Tail Head Falloff", Range( 0 , 1)) = 0.5 _Brightness("Brightness", Float) = 1 [Space(10)][Header(Sparkles)]_SparkleColor("Color", Color) = (0,0,0,0) [NoScaleOffset]_Noise("Noise", 2D) = "white" {} _Frequency("Frequency", Range( 0 , 100)) = 20 _Threshold("Threshold", Range( 0 , 1)) = 0.5 _Range("Range", Range( 0 , 1)) = 0 _SparklesBrightness("Brightness", Float) = 2 _SpakleSpeed("Spakle Speed", Range( 0 , 0.1)) = 0 _ScreenContribution("Screen Contribution", Range( 0 , 1)) = 0.2 _SparkleFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0) [Header(Body Glow)]_BodyGlow("Color", Color) = (0,0,0,0) _MainGlowFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Cull Back HLSLINCLUDE #pragma target 3.0 ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero , One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_BITANGENT #pragma shader_feature _INVERTDIRECTION_ON #pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z sampler2D _Normals; sampler2D _Noise; CBUFFER_START( UnityPerMaterial ) float4 _Albedo; float4 _Normals_ST; float4 _GlintColor; float3 _SizeSpeedInterval; float _TailHeadFalloff; float3 _GlintFresnel; float _Brightness; float4 _SparkleColor; float _Threshold; float _Range; float _ScreenContribution; float4 _Noise_ST; float _Frequency; float _SpakleSpeed; float _SparklesBrightness; float3 _SparkleFresnel; float4 _BodyGlow; float3 _MainGlowFresnel; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord8 = screenPos; o.ase_texcoord6.xy = v.ase_texcoord.xy; o.ase_texcoord7 = v.vertex; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord6.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #if SHADER_HINT_NICE_QUALITY WorldViewDirection = SafeNormalize( WorldViewDirection ); #endif float2 uv_Normals = IN.ase_texcoord6.xy * _Normals_ST.xy + _Normals_ST.zw; float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f ); float3 tangentNormal561 = tex2DNode560; #if defined(_DIRECTION_X) float staticSwitch495 = IN.ase_texcoord7.xyz.x; #elif defined(_DIRECTION_Y) float staticSwitch495 = IN.ase_texcoord7.xyz.y; #elif defined(_DIRECTION_Z) float staticSwitch495 = IN.ase_texcoord7.xyz.z; #else float staticSwitch495 = IN.ase_texcoord7.xyz.y; #endif #ifdef _INVERTDIRECTION_ON float staticSwitch494 = -staticSwitch495; #else float staticSwitch494 = staticSwitch495; #endif float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y ); float mulTime440 = _TimeParameters.x * temp_output_499_0; float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) ); float saferPower487 = max( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) , 0.0001 ); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 tanNormal568 = tex2DNode560; float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568)); float3 worldNormal567 = worldNormal568; float fresnelNdotV400 = dot( worldNormal567, WorldViewDirection ); float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) ); float4 screenPos = IN.ase_texcoord8; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 uv0_Noise = IN.ase_texcoord6.xy * _Noise_ST.xy + _Noise_ST.zw; float2 temp_output_354_0 = ( uv0_Noise * _Frequency ); float mulTime360 = _TimeParameters.x * _SpakleSpeed; float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_screenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g )); float fresnelNdotV536 = dot( worldNormal567, WorldViewDirection ); float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) ); float fresnelNdotV370 = dot( worldNormal567, WorldViewDirection ); float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) ); float3 Albedo = _Albedo.rgb; float3 Normal = tangentNormal561; float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb; float3 Specular = 0.5; float Metallic = 0.9; float Smoothness = 0.9; float Occlusion = 1; float Alpha = 1; float AlphaClipThreshold = 0.5; float3 BakedGI = 0; InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ))); #else #if !SHADER_HINT_NICE_QUALITY inputData.normalWS = WorldNormal; #else inputData.normalWS = normalize( WorldNormal ); #endif #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS ); #ifdef _ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif half4 color = UniversalFragmentPBR( inputData, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #define SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; CBUFFER_START( UnityPerMaterial ) float4 _Albedo; float4 _Normals_ST; float4 _GlintColor; float3 _SizeSpeedInterval; float _TailHeadFalloff; float3 _GlintFresnel; float _Brightness; float4 _SparkleColor; float _Threshold; float _Range; float _ScreenContribution; float4 _Noise_ST; float _Frequency; float _SpakleSpeed; float _SparklesBrightness; float3 _SparkleFresnel; float4 _BodyGlow; float3 _MainGlowFresnel; CBUFFER_END struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float3 _LightDirection; VertexOutput ShadowPassVertex( VertexInput v ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } half4 ShadowPassFragment(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" CBUFFER_START( UnityPerMaterial ) float4 _Albedo; float4 _Normals_ST; float4 _GlintColor; float3 _SizeSpeedInterval; float _TailHeadFalloff; float3 _GlintFresnel; float _Brightness; float4 _SparkleColor; float _Threshold; float _Range; float _ScreenContribution; float4 _Noise_ST; float _Frequency; float _SpakleSpeed; float _SparklesBrightness; float3 _SparkleFresnel; float4 _BodyGlow; float3 _MainGlowFresnel; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_META #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL #pragma shader_feature _INVERTDIRECTION_ON #pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z sampler2D _Normals; sampler2D _Noise; CBUFFER_START( UnityPerMaterial ) float4 _Albedo; float4 _Normals_ST; float4 _GlintColor; float3 _SizeSpeedInterval; float _TailHeadFalloff; float3 _GlintFresnel; float _Brightness; float4 _SparkleColor; float _Threshold; float _Range; float _ScreenContribution; float4 _Noise_ST; float _Frequency; float _SpakleSpeed; float _SparklesBrightness; float3 _SparkleFresnel; float4 _BodyGlow; float3 _MainGlowFresnel; CBUFFER_END #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord4.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord5.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord6.xyz = ase_worldBitangent; float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord7 = screenPos; o.ase_texcoord2 = v.vertex; o.ase_texcoord3.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.zw = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; o.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif #if defined(_DIRECTION_X) float staticSwitch495 = IN.ase_texcoord2.xyz.x; #elif defined(_DIRECTION_Y) float staticSwitch495 = IN.ase_texcoord2.xyz.y; #elif defined(_DIRECTION_Z) float staticSwitch495 = IN.ase_texcoord2.xyz.z; #else float staticSwitch495 = IN.ase_texcoord2.xyz.y; #endif #ifdef _INVERTDIRECTION_ON float staticSwitch494 = -staticSwitch495; #else float staticSwitch494 = staticSwitch495; #endif float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y ); float mulTime440 = _TimeParameters.x * temp_output_499_0; float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) ); float saferPower487 = max( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) , 0.0001 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float2 uv_Normals = IN.ase_texcoord3.xy * _Normals_ST.xy + _Normals_ST.zw; float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f ); float3 ase_worldTangent = IN.ase_texcoord4.xyz; float3 ase_worldNormal = IN.ase_texcoord5.xyz; float3 ase_worldBitangent = IN.ase_texcoord6.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 tanNormal568 = tex2DNode560; float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568)); float3 worldNormal567 = worldNormal568; float fresnelNdotV400 = dot( worldNormal567, ase_worldViewDir ); float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) ); float4 screenPos = IN.ase_texcoord7; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 uv0_Noise = IN.ase_texcoord3.xy * _Noise_ST.xy + _Noise_ST.zw; float2 temp_output_354_0 = ( uv0_Noise * _Frequency ); float mulTime360 = _TimeParameters.x * _SpakleSpeed; float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_screenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g )); float fresnelNdotV536 = dot( worldNormal567, ase_worldViewDir ); float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) ); float fresnelNdotV370 = dot( worldNormal567, ase_worldViewDir ); float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) ); float3 Albedo = _Albedo.rgb; float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = Albedo; metaInput.Emission = Emission; return MetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero , One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma enable_d3d11_debug_symbols #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_2D #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" CBUFFER_START( UnityPerMaterial ) float4 _Albedo; float4 _Normals_ST; float4 _GlintColor; float3 _SizeSpeedInterval; float _TailHeadFalloff; float3 _GlintFresnel; float _Brightness; float4 _SparkleColor; float _Threshold; float _Range; float _ScreenContribution; float4 _Noise_ST; float _Frequency; float _SpakleSpeed; float _SparklesBrightness; float3 _SparkleFresnel; float4 _BodyGlow; float3 _MainGlowFresnel; CBUFFER_END #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 Albedo = _Albedo.rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; half4 color = half4( Albedo, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=17803 -1752;-428;1530;885;-304.7318;2280.423;3.642696;True;False Node;AmplifyShaderEditor.CommentaryNode;429;1352.417,-1965.659;Inherit;False;3595.187;815.0569;;31;488;495;492;505;499;494;440;497;447;466;491;439;504;489;442;478;470;463;468;477;484;483;473;424;486;487;401;431;400;390;562;Glint Effect;0.9986145,1,0.4103774,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;569;1344.167,-453.8903;Inherit;False;842.9095;339.4828;Normals;4;560;568;567;561;;0.2573529,0.3546652,1,1;0;0 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