ict.lixian.three/Assets/AmplifyShaderEditor/Examples/HDRP/Omni Decal/SRP HD Omni Decal.shader

2190 lines
88 KiB
GLSL

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/Omni Decal/SRP HD Omni Decal"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin]_Size("Size", Range( 0 , 1)) = 1
_Rampfalloff("Ramp falloff", Range( 0.01 , 5)) = 5
[ASEEnd]_Ramp("Ramp", 2D) = "white" {}
[HideInInspector]_RenderQueueType("Render Queue Type", Float) = 5
[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
//[HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2
[HideInInspector]_StencilRef("Stencil Ref", Int) = 0
[HideInInspector]_StencilWriteMask("StencilWrite Mask", Int) = 6
[HideInInspector]_StencilRefDepth("StencilRefDepth", Int) = 0
[HideInInspector]_StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8
[HideInInspector]_StencilRefMV("_StencilRefMV", Int) = 32
[HideInInspector]_StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 40
[HideInInspector]_StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 4
[HideInInspector]_StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 4
[HideInInspector]_StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 14
[HideInInspector]_StencilRefGBuffer("_StencilRefGBuffer", Int) = 2
[HideInInspector]_ZTestGBuffer("_ZTestGBuffer", Int) = 4
[HideInInspector][ToggleUI]_RequireSplitLighting("_RequireSplitLighting", Float) = 0
[HideInInspector][ToggleUI]_ReceivesSSR("_ReceivesSSR", Float) = 0
[HideInInspector]_SurfaceType("_SurfaceType", Float) = 1
[HideInInspector]_BlendMode("_BlendMode", Float) = 0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 1
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_AlphaSrcBlend("Vec_AlphaSrcBlendtor1", Float) = 1
[HideInInspector]_AlphaDstBlend("_AlphaDstBlend", Float) = 0
[HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 1
[HideInInspector][ToggleUI]_TransparentZWrite("_TransparentZWrite", Float) = 1
[HideInInspector]_CullMode("Cull Mode", Float) = 2
[HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Int) = 0
[HideInInspector][ToggleUI]_EnableFogOnTransparent("_EnableFogOnTransparent", Float) = 1
[HideInInspector]_CullModeForward("_CullModeForward", Float) = 2
[HideInInspector][Enum(Front, 1, Back, 2)]_TransparentCullMode("_TransparentCullMode", Float) = 1
[HideInInspector]_ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("_ZTestTransparent", Float) = 8
[HideInInspector][ToggleUI]_TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0
[HideInInspector][ToggleUI]_AlphaCutoffEnable("_AlphaCutoffEnable", Float) = 0
[HideInInspector][ToggleUI]_UseShadowThreshold("_UseShadowThreshold", Float) = 0
[HideInInspector][ToggleUI]_DoubleSidedEnable("_DoubleSidedEnable", Float) = 0
[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)]_DoubleSidedNormalMode("_DoubleSidedNormalMode", Float) = 2
[HideInInspector]_DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[HideInInspector]_DistortionEnable("_DistortionEnable",Float) = 0
[HideInInspector]_DistortionOnly("_DistortionOnly",Float) = 0
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Transparent" }
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 metal vulkan xboxone xboxseries playstation switch
#pragma instancing_options renderinglayer
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlaneASE (float3 pos, float4 plane)
{
return dot (float4(pos,1.0f), plane);
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward Unlit"
Tags { "LightMode"="ForwardOnly" }
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Cull [_CullMode]
ZTest [_ZTestTransparent]
ZWrite [_ZWrite]
Stencil
{
Ref [_StencilRef]
WriteMask [_StencilWriteMask]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 100600
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define HAS_LIGHTLOOP
#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
#endif
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float3 positionRWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
float _Size;
float _Rampfalloff;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _Ramp;
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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"
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirHD73_g8( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float4 ShadowTint;
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.color = surfaceDescription.Color;
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
HDShadowContext shadowContext = InitShadowContext();
float shadow;
float3 shadow3;
posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));
float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha);
#ifdef _SURFACE_TYPE_TRANSPARENT
surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha);
#else
surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow);
#endif
localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a;
surfaceDescription.Alpha = localAlpha;
#endif
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
builtinData.emissiveColor = surfaceDescription.Emission;
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord1 = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
o.positionRWS = positionRWS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
float4 Frag( VertexOutput packedInput ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
float3 positionRWS = packedInput.positionRWS;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
float4 screenPos = packedInput.ase_texcoord1;
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 UV22_g9 = ase_screenPosNorm.xy;
float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
float2 break64_g8 = localUnStereo22_g9;
float clampDepth69_g8 = SampleCameraDepth( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g8 = ( 1.0 - clampDepth69_g8 );
#else
float staticSwitch38_g8 = clampDepth69_g8;
#endif
float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8));
float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
float3 temp_output_46_0_g8 = ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w );
float3 In73_g8 = temp_output_46_0_g8;
float3 localInvertDepthDirHD73_g8 = InvertDepthDirHD73_g8( In73_g8 );
float4 appendResult49_g8 = (float4(localInvertDepthDirHD73_g8 , 1.0));
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
float2 temp_cast_1 = (temp_output_184_0).xx;
surfaceDescription.Color = tex2Dlod( _Ramp, float4( temp_cast_1, 0, 0.0) ).rgb;
surfaceDescription.Emission = 0;
surfaceDescription.Alpha = temp_output_184_0;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
surfaceDescription.ShadowTint = float4( 0, 0 ,0 ,1 );
float2 Distortion = float2 ( 0, 0 );
float DistortionBlur = 0;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
float4 outColor = ApplyBlendMode( bsdfData.color + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity );
outColor = EvaluateAtmosphericScattering( posInput, V, outColor );
#ifdef DEBUG_DISPLAY
int bufferSize = int(_DebugViewMaterialArray[0].x);
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = int(_DebugViewMaterialArray[index].x);
if (indexMaterialProperty != 0)
{
float3 result = float3(1.0, 0.0, 1.0);
bool needLinearToSRGB = false;
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);
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
}
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
#endif
return outColor;
}
ENDHLSL
}
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 100600
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
CBUFFER_START( UnityPerMaterial )
float _Size;
float _Rampfalloff;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
CBUFFER_START( UnityMetaPass )
bool4 unity_MetaVertexControl;
bool4 unity_MetaFragmentControl;
CBUFFER_END
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
sampler2D _Ramp;
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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"
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirHD73_g8( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData )
{
ZERO_INITIALIZE( SurfaceData, surfaceData );
surfaceData.color = surfaceDescription.Color;
}
void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData )
{
#if _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
ZERO_INITIALIZE( BuiltinData, builtinData );
builtinData.opacity = surfaceDescription.Alpha;
builtinData.emissiveColor = surfaceDescription.Emission;
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID( inputMesh );
UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float2 uv = float2( 0.0, 0.0 );
if( unity_MetaVertexControl.x )
{
uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if( unity_MetaVertexControl.y )
{
uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 );
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
float4 Frag( VertexOutput packedInput ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE( FragInputs, input );
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS );
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
float4 screenPos = packedInput.ase_texcoord;
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 UV22_g9 = ase_screenPosNorm.xy;
float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
float2 break64_g8 = localUnStereo22_g9;
float clampDepth69_g8 = SampleCameraDepth( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g8 = ( 1.0 - clampDepth69_g8 );
#else
float staticSwitch38_g8 = clampDepth69_g8;
#endif
float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8));
float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
float3 temp_output_46_0_g8 = ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w );
float3 In73_g8 = temp_output_46_0_g8;
float3 localInvertDepthDirHD73_g8 = InvertDepthDirHD73_g8( In73_g8 );
float4 appendResult49_g8 = (float4(localInvertDepthDirHD73_g8 , 1.0));
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
float2 temp_cast_1 = (temp_output_184_0).xx;
surfaceDescription.Color = tex2Dlod( _Ramp, float4( temp_cast_1, 0, 0.0) ).rgb;
surfaceDescription.Emission = 0;
surfaceDescription.Alpha = temp_output_184_0;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData );
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );
float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
if( unity_MetaFragmentControl.x )
{
res.rgb = clamp( pow( abs( lightTransportData.diffuseColor ), saturate( unity_OneOverOutputBoost ) ), 0, unity_MaxOutputValue );
}
if( unity_MetaFragmentControl.y )
{
res.rgb = lightTransportData.emissiveColor;
}
return res;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull [_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 100600
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS
#pragma editor_sync_compilation
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
int _ObjectId;
int _PassValue;
CBUFFER_START( UnityPerMaterial )
float _Size;
float _Rampfalloff;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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"
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirHD73_g8( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outColor : SV_Target0
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceData surfaceData;
BuiltinData builtinData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
float4 screenPos = packedInput.ase_texcoord;
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 UV22_g9 = ase_screenPosNorm.xy;
float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
float2 break64_g8 = localUnStereo22_g9;
float clampDepth69_g8 = SampleCameraDepth( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g8 = ( 1.0 - clampDepth69_g8 );
#else
float staticSwitch38_g8 = clampDepth69_g8;
#endif
float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8));
float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
float3 temp_output_46_0_g8 = ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w );
float3 In73_g8 = temp_output_46_0_g8;
float3 localInvertDepthDirHD73_g8 = InvertDepthDirHD73_g8( In73_g8 );
float4 appendResult49_g8 = (float4(localInvertDepthDirHD73_g8 , 1.0));
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
surfaceDescription.Alpha = temp_output_184_0;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
}
ENDHLSL
}
Pass
{
Name "DepthForwardOnly"
Tags { "LightMode"="DepthForwardOnly" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefDepth]
WriteMask [_StencilWriteMaskDepth]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
ColorMask 0 0
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 100600
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
CBUFFER_START( UnityPerMaterial )
float _Size;
float _Rampfalloff;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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"
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirHD73_g8( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, 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
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
float4 screenPos = packedInput.ase_texcoord;
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 UV22_g9 = ase_screenPosNorm.xy;
float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
float2 break64_g8 = localUnStereo22_g9;
float clampDepth69_g8 = SampleCameraDepth( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g8 = ( 1.0 - clampDepth69_g8 );
#else
float staticSwitch38_g8 = clampDepth69_g8;
#endif
float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8));
float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
float3 temp_output_46_0_g8 = ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w );
float3 In73_g8 = temp_output_46_0_g8;
float3 localInvertDepthDirHD73_g8 = InvertDepthDirHD73_g8( In73_g8 );
float4 appendResult49_g8 = (float4(localInvertDepthDirHD73_g8 , 1.0));
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
surfaceDescription.Alpha = temp_output_184_0;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags { "LightMode"="MotionVectors" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefMV]
WriteMask [_StencilWriteMaskMV]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 100600
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
CBUFFER_START( UnityPerMaterial )
float _Size;
float _Rampfalloff;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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"
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vmeshPositionCS : SV_Position;
float3 vmeshInterp00 : TEXCOORD0;
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirHD73_g8( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
}
VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o )
{
_TimeParameters.xyz = timeParameters;
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord3 = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
return inputMesh;
}
VertexOutput VertexFunction(VertexInput inputMesh)
{
VertexOutput o = (VertexOutput)0;
VertexInput defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float3 VMESHpositionRWS = positionRWS;
float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);
//#if defined(UNITY_REVERSED_Z)
// VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w;
//#else
// VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w;
//#endif
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
VertexInput previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
VertexOutput test = (VertexOutput)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
o.vmeshPositionCS = VMESHpositionCS;
o.vmeshInterp00.xyz = VMESHpositionRWS;
o.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
#endif
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outMotionVector : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target2
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target1
, out float1 depthColor : SV_Target2
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.vmeshPositionCS;
input.positionRWS = packedInput.vmeshInterp00.xyz;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
float4 screenPos = packedInput.ase_texcoord3;
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 UV22_g9 = ase_screenPosNorm.xy;
float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
float2 break64_g8 = localUnStereo22_g9;
float clampDepth69_g8 = SampleCameraDepth( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g8 = ( 1.0 - clampDepth69_g8 );
#else
float staticSwitch38_g8 = clampDepth69_g8;
#endif
float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8));
float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
float3 temp_output_46_0_g8 = ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w );
float3 In73_g8 = temp_output_46_0_g8;
float3 localInvertDepthDirHD73_g8 = InvertDepthDirHD73_g8( In73_g8 );
float4 appendResult49_g8 = (float4(localInvertDepthDirHD73_g8 , 1.0));
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
surfaceDescription.Alpha = temp_output_184_0;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);
#ifdef _DEPTHOFFSET_ON
VPASSpositionCS.w += builtinData.depthOffset;
VPASSpreviousPositionCS.w += builtinData.depthOffset;
#endif
float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
EncodeMotionVector( motionVector * 0.5, outMotionVector );
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if( forceNoMotion )
outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmeshPositionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.vmeshPositionCS.z;
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
}
CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI"
Fallback "Hidden/InternalErrorShader"
}
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//CHKSM=0B51FF7C8A6FD7F219363034AED6CE86377AA2E5