ict.lixian.three/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/HD/Unlit.shader

3539 lines
133 KiB
GLSL

Shader /*ase_name*/ "Hidden/HD/Unlit" /*end*/
{
Properties
{
/*ase_props*/
[HideInInspector]_RenderQueueType("Render Queue Type", Float) = 1
[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
[HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
[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) = 0
[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) = 2
[HideInInspector]_ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("_ZTestTransparent", Float) = 4
[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
{
/*ase_subshader_options:Name=Additional Options
Port:Forward Unlit:Vertex Offset
On:SetDefine:HAVE_MESH_MODIFICATION 1
Option:Surface Type:Opaque,Transparent:Opaque
Opaque:SetShaderProperty:_SurfaceType,0
Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
Opaque:ShowOption: Rendering Pass
Opaque:HideOption: Rendering Pass
Opaque:HideOption: Blending Mode
Opaque:HideOption: Receive Fog
Opaque:HideOption: Distortion
Opaque:HideOption: Depth Write
Opaque:HideOption: Cull Mode
Opaque:HideOption: Depth Test
Transparent:SetShaderProperty:_SurfaceType,1
Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
Transparent:HideOption: Rendering Pass
Transparent:ShowOption: Rendering Pass
Transparent:ShowOption: Blending Mode
Transparent:ShowOption: Receive Fog
Transparent:ShowOption: Distortion
Transparent:ShowOption: Depth Write
Transparent:ShowOption: Cull Mode
Transparent:ShowOption: Depth Test
Option: Rendering Pass :Default,After Post-Process:Default
Default:SetPropertyOnSubShader:RenderQueue,Geometry,+0
Default:SetShaderProperty:_RenderQueueType,1
After Post-Process:SetPropertyOnSubShader:RenderQueue,AlphaTest,+51
After Post-Process:SetShaderProperty:_RenderQueueType,2
Option: Rendering Pass:Before Refraction,Default,Low Resolution,After Post-Process:Default
Before Refraction:SetPropertyOnSubShader:RenderQueue,Transparent,-250
Before Refraction:SetShaderProperty:_RenderQueueType,4
Default:SetPropertyOnSubShader:RenderQueue,Transparent,+0
Default:SetShaderProperty:_RenderQueueType,5
Low Resolution:SetPropertyOnSubShader:RenderQueue,Transparent,+400
Low Resolution:SetShaderProperty:_RenderQueueType,6
After Post-Process:SetPropertyOnSubShader:RenderQueue,Transparent,+700
After Post-Process:SetShaderProperty:_RenderQueueType,7
Option: Blending Mode:Alpha,Premultiply,Additive:Alpha
Alpha:SetShaderProperty:_BlendMode,0
Additive:SetShaderProperty:_BlendMode,1
Premultiply:SetShaderProperty:_BlendMode,4
Option: Receive Fog:false,true:true
true:SetShaderProperty:_EnableFogOnTransparent,1
false,disable:SetShaderProperty:_EnableFogOnTransparent,0
Option: Distortion:false,true:false
true:ExcludeAllPassesBut:DistortionVectors
true:IncludePass:DistortionVectors
true:SetShaderProperty:_DistortionEnable,1
true:ShowOption: Distortion Mode
true:ShowOption: Distortion Only
true:ShowPort:Forward Unlit:Distortion
true:ShowPort:Forward Unlit:Distortion Blur
false,disable:ExcludePass:DistortionVectors
false:SetShaderProperty:_DistortionEnable,0
false,disable:HideOption: Distortion Mode
false,disable:HideOption: Distortion Only
false,disable:HidePort:Forward Unlit:Distortion
false,disable:HidePort:Forward Unlit:Distortion Blur
Option: Distortion Mode:Add,Multiply,Replace:Add
Add:SetPropertyOnPass:DistortionVectors:BlendRGB,One,One
Add:SetPropertyOnPass:DistortionVectors:BlendAlpha,One,One
Multiply:SetPropertyOnPass:DistortionVectors:BlendRGB,DstColor,Zero
Multiply:SetPropertyOnPass:DistortionVectors:BlendAlpha,DstAlpha,Zero
Replace:SetPropertyOnPass:DistortionVectors:BlendRGB,One,Zero
Replace:SetPropertyOnPass:DistortionVectors:BlendAlpha,One,Zero
Option: Distortion Only:false,true:true
true:SetPropertyOnPass:DistortionVectors:ZTest,LEqual
true:SetShaderProperty:_DistortionOnly,1
false:SetPropertyOnPass:DistortionVectors:ZTest,Always
false:SetShaderProperty:_DistortionOnly,0
Option: Depth Write:false,true:true
true:SetShaderProperty:_ZWrite,1
false:SetShaderProperty:_ZWrite,0
Option: Cull Mode:Back,Front:Back
Back:SetShaderProperty:_TransparentCullMode,2
Front:SetShaderProperty:_TransparentCullMode,1
Option: Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
Never:SetShaderProperty:_ZTestTransparent,1
Less:SetShaderProperty:_ZTestTransparent,2
Equal:SetShaderProperty:_ZTestTransparent,3
Less Equal:SetShaderProperty:_ZTestTransparent,4
Greater:SetShaderProperty:_ZTestTransparent,5
Not Equal:SetShaderProperty:_ZTestTransparent,6
Greater Equal:SetShaderProperty:_ZTestTransparent,7
Always:SetShaderProperty:_ZTestTransparent,8
Option:Double-Sided:true,false:false
false:SetShaderProperty:_DoubleSidedEnable,0
true:SetShaderProperty:_DoubleSidedEnable,1
Option:Alpha Clipping:false,true:false
true:SetShaderProperty:_AlphaCutoffEnable,1
true:ShowPort:Forward Unlit:Alpha Clip Threshold
false:HidePort:Forward Unlit:Alpha Clip Threshold
Option:Motion Vectors:false,true:true
true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
true:ShowOption: Add Precomputed Velocity
false:HideOption: Add Precomputed Velocity
true:IncludePass:Motion Vectors
false:ExcludePass:Motion Vectors
Option: Add Precomputed Velocity:false,true:false
false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1
true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1
true:SetShaderProperty:_AddPrecomputedVelocity,1
Option:Shadow Matte:false,true:false
false,disable:SetShaderProperty:_ShadowMatteFilter,//[HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2
false,disable:HidePort:Forward Unlit:Shadow Tint
false,disable:RemoveDefine:_ENABLE_SHADOW_MATTE 1
false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
false,disable:RemoveDefine:MotionVectors:WRITE_NORMAL_BUFFER
false,disable:RemoveDefine:DepthForwardOnly:WRITE_NORMAL_BUFFER
true:SetDefine:_ENABLE_SHADOW_MATTE 1
true:ShowPort:Forward Unlit:Shadow Tint
true:SetDefine:Forward Unlit:pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
true:SetDefine:Forward Unlit:pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
true:SetDefine:MotionVectors:WRITE_NORMAL_BUFFER
true:SetDefine:DepthForwardOnly:WRITE_NORMAL_BUFFER
Option:Cast Shadows:false,true:true
true:IncludePass:ShadowCaster
false,disable:ExcludePass:ShadowCaster
Option:DOTS Instancing:false,true:false
true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON
false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON
Option:GPU Instancing:false,true:true
true:SetDefine:pragma multi_compile_instancing
false:RemoveDefine:pragma multi_compile_instancing
Option:Tessellation:false,true:false
true:SetDefine:TESSELLATION_ON 1
true:SetDefine:pragma require tessellation tessHW
true:SetDefine:pragma hull HullFunction
true:SetDefine:pragma domain DomainFunction
true:ShowOption: Phong
true:ShowOption: Type
false,disable:RemoveDefine:TESSELLATION_ON 1
false,disable:RemoveDefine:pragma require tessellation tessHW
false,disable:RemoveDefine:pragma hull HullFunction
false,disable:RemoveDefine:pragma domain DomainFunction
false,disable:HideOption: Phong
false,disable:HideOption: Type
Option: Phong:false,true:false
true:SetDefine:ASE_PHONG_TESSELLATION
false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
true:ShowOption: Strength
false,disable:HideOption: Strength
Field: Strength:Float:0.5:0:1:_TessPhongStrength
Change:SetMaterialProperty:_TessPhongStrength
Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
Fixed:SetDefine:ASE_FIXED_TESSELLATION
Fixed,Distance Based:ShowOption: Tess
Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
Distance Based:ShowOption: Min
Distance Based:ShowOption: Max
Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
Edge Length,Edge Length Cull:ShowOption: Edge Length
Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
Edge Length Cull:ShowOption: Max Displacement
disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
disable,Edge Length,Edge Length Cull:HideOption: Tess
disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min
disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max
disable,Fixed,Distance Based:HideOption: Edge Length
disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement
Field: Tess:Float:16:1:32:_TessValue
Change:SetMaterialProperty:_TessValue
Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
Field: Min:Float:10:_TessMin
Change:SetMaterialProperty:_TessMin
Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
Field: Max:Float:25:_TessMax
Change:SetMaterialProperty:_TessMax
Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
Field: Edge Length:Float:16:2:50:_TessEdgeLength
Change:SetMaterialProperty:_TessEdgeLength
Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
Field: Max Displacement:Float:25:_TessMaxDisp
Change:SetMaterialProperty:_TessMaxDisp
Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:Forward Unlit:6,Vertex Position
Relative:SetPortName:Forward Unlit:6,Vertex Offset
Option:LOD CrossFade:false,true:false
true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
*/
Tags
{
"RenderPipeline"="HDRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+0"
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal 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
/*ase_pass*/
Pass
{
/*ase_main_pass*/
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Cull [_CullModeForward]
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
ColorMask [_ColorMaskTransparentVel] 1
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#pragma multi_compile _ DEBUG_DISPLAY
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#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
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
/*ase_vdata:p=p;n=n*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float3 positionRWS : TEXCOORD0;
/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#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"
/*ase_funcs*/
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float4 ShadowTint;
float Alpha;
float AlphaClipThreshold;
float4 VTPackedFeedback;
};
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)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
#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;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#ifdef UNITY_VIRTUAL_TEXTURING
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
float GetDeExposureMultiplier()
{
#if defined(DISABLE_UNLIT_DEEXPOSURE)
return 1.0;
#else
return _DeExposureMultiplier;
#endif
}
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;6;-1;_VertexOffset*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;7;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
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;
/*ase_vcontrol*/
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;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag( VertexOutput packedInput,
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
,out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
/*ase_frag_input*/
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
/*ase_local_var:rwp*/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);
/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/;
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
surfaceDescription.ShadowTint = /*ase_frag_out:Shadow Tint;Float4;8;-1;_ShadowTint*/float4( 0, 0 ,0 ,1 )/*end*/;
float2 Distortion = /*ase_frag_out:Distortion;Float2;4;-1;_Distortion*/float2 ( 0, 0 )/*end*/;
float DistortionBlur = /*ase_frag_out:Distortion Blur;Float;5;-1;_DistortionBlur*/0/*end*/;
surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
#if defined(_ENABLE_SHADOW_MATTE)
bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
{
if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
{
builtinData.emissiveColor = 0.0;
}
else
{
bsdfData.color = 0.0;
}
}
#endif
float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity);
outResult = EvaluateAtmosphericScattering(posInput, V, outResult);
#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));
outResult = 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);
outResult = result;
}
#endif
outColor = outResult;
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Cull [_CullMode]
ZWrite On
ZClip [_ZClip]
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
/*ase_vdata:p=p;n=n*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
/*ase_interp(0,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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"
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE (BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
/*ase_vcontrol*/
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;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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_MSAA_DEPTH
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
#if defined(_DEPTHOFFSET_ON)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
/*ase_frag_input*/
)
{
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;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
#if defined(_DEPTHOFFSET_ON)
outputDepth = posInput.deviceDepth;
float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
outputDepth += bias;
#endif
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmesh.positionCS.z;
#ifdef _ALPHATOMASK_ON
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
DecalPrepassData decalPrepassData;
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "META"
Tags { "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ EDITOR_VISUALIZATION
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#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.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
/*ase_vdata:p=p;n=n;uv0=tc0;uv1=tc1;uv2=tc2;uv3=tc3*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
#ifdef EDITOR_VISUALIZATION
float2 VizUV : TEXCOORD0;
float4 LightCoord : TEXCOORD1;
#endif
/*ase_interp(2,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
/*ase_funcs*/
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;
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData )
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
ZERO_INITIALIZE( BuiltinData, builtinData );
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
#define SCENEPICKINGPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl"
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID( inputMesh );
UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
#ifdef EDITOR_VISUALIZATION
float2 vizUV = 0;
float4 lightCoord = 0;
UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);
#endif
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;
}
#ifdef EDITOR_VISUALIZATION
o.VizUV.xy = vizUV;
o.LightCoord = lightCoord;
#endif
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 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
/*ase_vcontrol*/
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.uv0 = v.uv0;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.uv3 = v.uv3;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * 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;
o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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 /*ase_frag_input*/ ) : 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;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/;
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
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 );
UnityMetaInput metaInput;
metaInput.Albedo = lightTransportData.diffuseColor.rgb;
metaInput.Emission = lightTransportData.emissiveColor;
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = packedInput.VizUV;
metaInput.LightCoord = packedInput.LightCoord;
#endif
res = UnityMetaFragment(metaInput);
return res;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS 1
#pragma editor_sync_compilation
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#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.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
int _ObjectId;
int _PassValue;
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.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"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
/*ase_vdata:p=p;n=n*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
/*ase_interp(0,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
/*ase_vcontrol*/
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;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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
/*ase_frag_input*/
)
{
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;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "DepthForwardOnly"
Tags { "LightMode" = "DepthForwardOnly" }
Cull [_CullMode]
ZWrite On
Stencil
{
WriteMask [_StencilWriteMaskDepth]
Ref [_StencilRefDepth]
Comp Always
Pass Replace
}
ColorMask 0 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#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.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
/*ase_vdata:p=p;n=n*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
/*ase_interp(0,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
/*ase_vcontrol*/
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;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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_MSAA_DEPTH
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
/*ase_frag_input*/
)
{
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;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#ifdef _ALPHATOMASK_ON
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "Motion Vectors"
Tags { "LightMode" = "MotionVectors" }
Cull [_CullMode]
ZWrite On
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
Comp Always
Pass Replace
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#pragma shader_feature_local _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.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
/*ase_vdata:p=p;n=n;uv4=tc4;uv5=tc5*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vmeshPositionCS : SV_Position;
float3 vmeshInterp00 : TEXCOORD0;
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
/*ase_interp(3,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ )
{
_TimeParameters.xyz = timeParameters;
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
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
/*ase_vcontrol*/
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
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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_MSAA_DEPTH
, out float4 depthColor : SV_Target0
, out float4 outMotionVector : SV_Target1
#ifdef WRITE_DECAL_BUFFER
, out float4 outDecalBuffer : SV_Target2
#endif
#else
, out float4 outMotionVector : SV_Target0
#ifdef WRITE_DECAL_BUFFER
, out float4 outDecalBuffer : SV_Target1
#endif
#endif
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_TARGET_NORMAL
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
/*ase_frag_input*/
)
{
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);
/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
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_MSAA_DEPTH
depthColor = packedInput.vmeshPositionCS.z;
#ifdef _ALPHATOMASK_ON
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "DistortionVectors"
Tags { "LightMode" = "DistortionVectors" }
Blend One One, One One
BlendOp Add, Add
Cull [_CullMode]
ZTest LEqual
ZWrite Off
Stencil
{
WriteMask [_StencilWriteMaskDistortionVec]
Ref [_StencilRefDistortionVec]
Comp Always
Pass Replace
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DISTORTION
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#pragma shader_feature_local_fragment _ _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.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition
#define SHADER_UNLIT
CBUFFER_START( UnityPerMaterial )
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
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
/*ase_vdata:p=p;n=n*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
/*ase_interp(0,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
float2 Distortion;
float DistortionBlur;
};
void BuildSurfaceData(FragInputs fragInputs, inout 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)
{
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
ZERO_INITIALIZE( BuiltinData, builtinData );
builtinData.opacity = surfaceDescription.Alpha;
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
}
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
/*ase_vcontrol*/
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;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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 /*ase_frag_input*/ ) : SV_Target
{
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.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;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
surfaceDescription.Distortion = /*ase_frag_out:Distortion;Float2;2;-1;_Distortion*/float2 (0,0)/*end*/;
surfaceDescription.DistortionBlur = /*ase_frag_out:Distortion Blur;Float;3;-1;_DistortionBlur*/0/*end*/;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
float4 outBuffer;
EncodeDistortion( builtinData.distortion, builtinData.distortionBlur, true, outBuffer );
return outBuffer;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
Cull [_CullMode]
HLSLPROGRAM
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENEPICKINGPASS 1
#define SHADER_UNLIT
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
float4 _SelectionID;
CBUFFER_START( UnityPerMaterial )
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;
float _EnableBlendModePreserveSpecularLighting;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.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"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 tangentWS : TEXCOORD1;
/*ase_interp(2,):sp=sp.xyzw;wn=tc0;wt=tc1*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
ZERO_INITIALIZE(SurfaceData, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = alphaCutoff;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/ )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
o.positionCS = TransformWorldToHClip(positionRWS);
o.normalWS.xyz = normalWS;
o.tangentWS.xyzw = tangentWS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
/*ase_vcontrol*/
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.tangentOS = v.tangentOS;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#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.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#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 = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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
/*ase_frag_input*/
)
{
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.positionCS;
input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
/*ase_frag_code:packedInput=VertexOutput*/
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
float3 V = float3(1.0, 1.0, 1.0);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
outColor = _SelectionID;
}
ENDHLSL
}
Pass
{
Name "FullScreenDebug"
Tags
{
"LightMode" = "FullScreenDebug"
}
Cull [_CullMode]
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#define SHADER_UNLIT
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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 AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
return output;
}
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
surface.Emission = float3(0, 0, 0);
surface.Alpha = 1;
return surface;
}
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters )
{
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS;
return output;
}
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
return output;
}
#define DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#if !defined(_DEPTHOFFSET_ON)
[earlydepthstencil]
#endif
void Frag(PackedVaryingsToPS packedInput)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz);
#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
{
IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
}
#endif
}
ENDHLSL
}
/*ase_pass_end*/
}
/*ase_lod*/
CustomEditor "Rendering.HighDefinition.HDUnlitGUI"
FallBack "Hidden/InternalErrorShader"
}