1240 lines
51 KiB
Plaintext
1240 lines
51 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/SRP Universal/GlintSparkle"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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_Albedo("Albedo", Color) = (0,0,0,0)
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_Normals("Normals", 2D) = "bump" {}
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[Header(Glint Effect)]_GlintColor("Color", Color) = (0,0,0,0)
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[KeywordEnum(X,Y,Z)] _Direction("Direction", Float) = 1
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[Toggle(_INVERTDIRECTION_ON)] _InvertDirection("Invert Direction", Float) = 1
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_SizeSpeedInterval("Size Speed Interval", Vector) = (1,1,1,0)
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_GlintFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
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_TailHeadFalloff("Tail Head Falloff", Range( 0 , 1)) = 0.5
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_Brightness("Brightness", Float) = 1
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[Space(10)][Header(Sparkles)]_SparkleColor("Color", Color) = (0,0,0,0)
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[NoScaleOffset]_Noise("Noise", 2D) = "white" {}
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_Frequency("Frequency", Range( 0 , 100)) = 20
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_Threshold("Threshold", Range( 0 , 1)) = 0.5
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_Range("Range", Range( 0 , 1)) = 0
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_SparklesBrightness("Brightness", Float) = 2
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_SpakleSpeed("Spakle Speed", Range( 0 , 0.1)) = 0
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_ScreenContribution("Screen Contribution", Range( 0 , 1)) = 0.2
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_SparkleFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
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[Header(Body Glow)]_BodyGlow("Color", Color) = (0,0,0,0)
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_MainGlowFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Back
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HLSLINCLUDE
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#pragma target 3.0
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero , One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#define ASE_NEEDS_FRAG_POSITION
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#pragma shader_feature _INVERTDIRECTION_ON
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#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z
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sampler2D _Normals;
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sampler2D _Noise;
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CBUFFER_START( UnityPerMaterial )
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float4 _Albedo;
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float4 _Normals_ST;
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float4 _GlintColor;
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float3 _SizeSpeedInterval;
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float _TailHeadFalloff;
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float3 _GlintFresnel;
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float _Brightness;
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float4 _SparkleColor;
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float _Threshold;
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float _Range;
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float _ScreenContribution;
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float4 _Noise_ST;
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float _Frequency;
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float _SpakleSpeed;
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float _SparklesBrightness;
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float3 _SparkleFresnel;
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float4 _BodyGlow;
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float3 _MainGlowFresnel;
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CBUFFER_END
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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float4 ase_texcoord6 : TEXCOORD6;
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float4 ase_texcoord7 : TEXCOORD7;
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float4 ase_texcoord8 : TEXCOORD8;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert ( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord8 = screenPos;
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o.ase_texcoord6.xy = v.ase_texcoord.xy;
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o.ase_texcoord7 = v.vertex;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord6.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
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VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
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o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
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o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
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o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
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OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
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OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
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half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
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#ifdef ASE_FOG
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half fogFactor = ComputeFogFactor( positionCS.z );
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#else
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half fogFactor = 0;
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#endif
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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o.clipPos = positionCS;
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return o;
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}
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half4 frag ( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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float3 WorldNormal = normalize( IN.tSpace0.xyz );
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float3 WorldTangent = IN.tSpace1.xyz;
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float3 WorldBiTangent = IN.tSpace2.xyz;
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float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
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float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
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float4 ShadowCoords = float4( 0, 0, 0, 0 );
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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ShadowCoords = IN.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
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#endif
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#if SHADER_HINT_NICE_QUALITY
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WorldViewDirection = SafeNormalize( WorldViewDirection );
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#endif
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float2 uv_Normals = IN.ase_texcoord6.xy * _Normals_ST.xy + _Normals_ST.zw;
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float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
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float3 tangentNormal561 = tex2DNode560;
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#if defined(_DIRECTION_X)
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float staticSwitch495 = IN.ase_texcoord7.xyz.x;
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#elif defined(_DIRECTION_Y)
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float staticSwitch495 = IN.ase_texcoord7.xyz.y;
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#elif defined(_DIRECTION_Z)
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float staticSwitch495 = IN.ase_texcoord7.xyz.z;
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#else
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float staticSwitch495 = IN.ase_texcoord7.xyz.y;
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#endif
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#ifdef _INVERTDIRECTION_ON
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float staticSwitch494 = -staticSwitch495;
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#else
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float staticSwitch494 = staticSwitch495;
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#endif
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float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
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float mulTime440 = _TimeParameters.x * temp_output_499_0;
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float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
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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 );
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float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
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float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
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float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
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float3 tanNormal568 = tex2DNode560;
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float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568));
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float3 worldNormal567 = worldNormal568;
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float fresnelNdotV400 = dot( worldNormal567, WorldViewDirection );
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float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
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float4 screenPos = IN.ase_texcoord8;
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float4 ase_screenPosNorm = screenPos / screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float2 uv0_Noise = IN.ase_texcoord6.xy * _Noise_ST.xy + _Noise_ST.zw;
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float2 temp_output_354_0 = ( uv0_Noise * _Frequency );
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float mulTime360 = _TimeParameters.x * _SpakleSpeed;
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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 ));
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float fresnelNdotV536 = dot( worldNormal567, WorldViewDirection );
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float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
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float fresnelNdotV370 = dot( worldNormal567, WorldViewDirection );
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float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
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float3 Albedo = _Albedo.rgb;
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float3 Normal = tangentNormal561;
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float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
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float3 Specular = 0.5;
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float Metallic = 0.9;
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float Smoothness = 0.9;
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float Occlusion = 1;
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float Alpha = 1;
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float AlphaClipThreshold = 0.5;
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float3 BakedGI = 0;
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InputData inputData;
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inputData.positionWS = WorldPosition;
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inputData.viewDirectionWS = WorldViewDirection;
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inputData.shadowCoord = ShadowCoords;
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#ifdef _NORMALMAP
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inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )));
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#else
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#if !SHADER_HINT_NICE_QUALITY
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inputData.normalWS = WorldNormal;
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#else
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inputData.normalWS = normalize( WorldNormal );
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#endif
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#endif
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#ifdef ASE_FOG
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inputData.fogCoord = IN.fogFactorAndVertexLight.x;
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#endif
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS );
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#ifdef _ASE_BAKEDGI
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inputData.bakedGI = BakedGI;
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#endif
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half4 color = UniversalFragmentPBR(
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inputData,
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Albedo,
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Metallic,
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Specular,
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Smoothness,
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Occlusion,
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Emission,
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Alpha);
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#ifdef ASE_FOG
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#ifdef TERRAIN_SPLAT_ADDPASS
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color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
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#else
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color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
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#endif
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#endif
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#ifdef _ALPHATEST_ON
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clip(Alpha - AlphaClipThreshold);
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
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#endif
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return color;
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}
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode"="ShadowCaster" }
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ZWrite On
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ZTest LEqual
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#define SHADERPASS_SHADOWCASTER
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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CBUFFER_START( UnityPerMaterial )
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float4 _Albedo;
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float4 _Normals_ST;
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float4 _GlintColor;
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float3 _SizeSpeedInterval;
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float _TailHeadFalloff;
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float3 _GlintFresnel;
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float _Brightness;
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float4 _SparkleColor;
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float _Threshold;
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float _Range;
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float _ScreenContribution;
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float4 _Noise_ST;
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float _Frequency;
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float _SpakleSpeed;
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float _SparklesBrightness;
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float3 _SparkleFresnel;
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float4 _BodyGlow;
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float3 _MainGlowFresnel;
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CBUFFER_END
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float3 _LightDirection;
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VertexOutput ShadowPassVertex( VertexInput v )
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#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
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 999999
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#pragma enable_d3d11_debug_symbols
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_2D
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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CBUFFER_START( UnityPerMaterial )
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float4 _Albedo;
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float4 _Normals_ST;
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float4 _GlintColor;
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float3 _SizeSpeedInterval;
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float _TailHeadFalloff;
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float3 _GlintFresnel;
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float _Brightness;
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float4 _SparkleColor;
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float _Threshold;
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float _Range;
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float _ScreenContribution;
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float4 _Noise_ST;
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float _Frequency;
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float _SpakleSpeed;
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float _SparklesBrightness;
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float3 _SparkleFresnel;
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float4 _BodyGlow;
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float3 _MainGlowFresnel;
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CBUFFER_END
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float4 positionCS = TransformWorldToHClip( positionWS );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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|
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o.clipPos = positionCS;
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return o;
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}
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half4 frag(VertexOutput IN ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
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float3 WorldPosition = IN.worldPos;
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#endif
|
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float4 ShadowCoords = float4( 0, 0, 0, 0 );
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|
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#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
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ShadowCoords = IN.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
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ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
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|
#endif
|
|
#endif
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|
|
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float3 Albedo = _Albedo.rgb;
|
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float Alpha = 1;
|
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float AlphaClipThreshold = 0.5;
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|
|
|
half4 color = half4( Albedo, Alpha );
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|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
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|
|
return color;
|
|
}
|
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ENDHLSL
|
|
}
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|
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}
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
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}
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/*ASEBEGIN
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Node;AmplifyShaderEditor.RangedFloatNode;466;2656,-1456;Float;False;Property;_TailHeadFalloff;Tail Head Falloff;7;0;Create;True;0;0;False;0;0.5;0.9;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;489;3008,-1568;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;560;1394.167,-403.8903;Inherit;True;Property;_Normals;Normals;1;0;Create;True;0;0;False;0;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ComponentMaskNode;525;2768,-608;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;557;2672,-480;Float;False;Property;_ScreenContribution;Screen Contribution;16;0;Create;True;0;0;False;0;0.2;0.2;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;556;3024,-544;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;355;2704,-176;Float;False;Property;_Frequency;Frequency;11;0;Create;True;0;0;False;0;20;4;0;100;0;1;FLOAT;0
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//CHKSM=B77C7F81227310639B4D1DC4822E86960C40EA9D |