// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/TV/Vector Displacement Mapping" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_ScreenToggle("Screen Toggle", Range( 0 , 1)) = 0 _HandIntensity("Hand Intensity", Range( 0 , 3)) = 0 _SkullIntensity("Skull Intensity", Range( 0 , 1.5)) = 0 _SideHandIntensity("Side Hand Intensity", Range( 0 , 1.5)) = 0 _NoiseTiling("Noise Tiling", Float) = 1 _TilingGlow("Tiling Glow", Float) = 1 _NormalHands("Normal Hands", 2D) = "bump" {} _Albedo("Albedo", 2D) = "white" {} _Masks("Masks", 2D) = "white" {} _NormalTopSkull("Normal Top Skull", 2D) = "bump" {} _TopSkullTint("Top Skull Tint", Color) = (0,0,0,0) _SideHandTint("Side Hand Tint", Color) = (0,0,0,0) _Normal("Normal", 2D) = "bump" {} _NormalsLeftHand("Normals Left Hand", 2D) = "bump" {} _TV_MetallicSmoothness("TV_MetallicSmoothness", 2D) = "white" {} _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0 _NoiseFlipbook("Noise Flipbook", 2D) = "white" {} [HDR]_GlowIntensity("Glow Intensity", Float) = 0 [HDR]_NoiseTint("Noise Tint", Color) = (0,0,0,0) _TVHandsTint("TV Hands Tint", Color) = (0,0,0,0) _ScreenHandsVDM("Screen Hands VDM", 2D) = "white" {} _TopSkullVDM("Top Skull VDM", 2D) = "white" {} _LeftHandVDM("Left Hand VDM", 2D) = "white" {} _ScreenColorTintBlend("Screen Color Tint Blend", Range( 0 , 1)) = 0 [ASEEnd]_DisplacementMultiplier("Displacement Multiplier", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1 [HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 [HideInInspector] [ToggleUI]_SupportDecals("Boolean", Float) = 1 [HideInInspector] _StencilRef("Stencil Ref", Int) = 0 [HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6 [HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8 [HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 [HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40 [HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40 [HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4 [HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4 [HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14 [HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10 [HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4 [HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0 [HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1 [HideInInspector] [ToggleUI] _ReceivesSSRTransparent("Boolean", Float) = 0 [HideInInspector] _SurfaceType("Surface Type", Float) = 0 [HideInInspector] _BlendMode("Blend Mode", Float) = 0 [HideInInspector] _SrcBlend("Src Blend", Float) = 1 [HideInInspector] _DstBlend("Dst Blend", Float) = 0 [HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1 [HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0 [HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1 [HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1 [HideInInspector] _CullMode("Cull Mode", Float) = 2 [HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0 [HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1 [HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 [HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 [HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4 [HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0 [HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0 [HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0 [HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0 [HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2 [HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0) //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 _TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 metal vulkan xboxone xboxseries playstation switch #pragma multi_compile_instancing #pragma instancing_options renderinglayer struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface { float3 Albedo; float3 Normal; float3 BentNormal; float3 Specular; float CoatMask; float Metallic; float3 Emission; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float AlphaClipThresholdDepthPrepass; float AlphaClipThresholdDepthPostpass; float SpecularAAScreenSpaceVariance; float SpecularAAThreshold; float SpecularOcclusion; float DepthOffset; //Refraction float RefractionIndex; float3 RefractionColor; float RefractionDistance; //SSS/Translucent float Thickness; float SubsurfaceMask; float DiffusionProfile; //Anisotropy float Anisotropy; float3 Tangent; //Iridescent float IridescenceMask; float IridescenceThickness; //BakedGI float3 BakedGI; float3 BakedBackGI; }; struct AlphaSurfaceDescription // ShadowCaster { float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float DepthOffset; }; struct SceneSurfaceDescription // SceneSelection { float Alpha; float AlphaClipThreshold; float DepthOffset; }; struct PrePassSurfaceDescription // DepthPrePass { float3 Normal; float Smoothness; float Alpha; float AlphaClipThresholdDepthPrepass; float DepthOffset; }; struct PostPassSurfaceDescription //DepthPostPass { float Alpha; float AlphaClipThresholdDepthPostpass; float DepthOffset; }; struct SmoothSurfaceDescription // MotionVectors DepthOnly { float3 Normal; float Smoothness; float Alpha; float AlphaClipThreshold; float DepthOffset; }; struct DistortionSurfaceDescription //Distortion { float Alpha; float2 Distortion; float DistortionBlur; float AlphaClipThreshold; }; #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlaneASE (float3 pos, float4 plane) { return dot (float4(pos,1.0f), plane); } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "GBuffer" Tags { "LightMode"="GBuffer" } Cull [_CullMode] ZTest [_ZTestGBuffer] Stencil { Ref [_StencilRefGBuffer] WriteMask [_StencilWriteMaskGBuffer] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON) #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #define SHADERPASS SHADERPASS_GBUFFER #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ LIGHT_LAYERS #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; sampler2D _Albedo; sampler2D _NoiseFlipbook; sampler2D _Normal; sampler2D _NormalHands; sampler2D _NormalTopSkull; sampler2D _NormalsLeftHand; sampler2D _TV_MetallicSmoothness; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 interp03 : TEXCOORD3; float4 interp04 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); #ifdef _ASE_BAKEDGI builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; #endif #ifdef _ASE_BAKEDBACKGI builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; #endif builtinData.emissiveColor = surfaceDescription.Emission; #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #else builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; #endif PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); float2 uv_ScreenHandsVDM = inputMesh.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); outputPackedVaryingsMeshToPS.ase_texcoord5.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord5.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; inputMesh.tangentOS = inputMesh.tangentOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh 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; o.uv1 = v.uv1; o.uv2 = v.uv2; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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; 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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput, OUTPUT_GBUFFER(outGBuffer) #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.interp03.xyzw; input.texCoord2 = packedInput.interp04.xyzw; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 uv_Albedo = packedInput.ase_texcoord5.xy * _Albedo_ST.xy + _Albedo_ST.zw; float SkullIntensity51 = _SkullIntensity; float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = packedInput.ase_texcoord5.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = packedInput.ase_texcoord5.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2D( _TopSkullVDM, SkullWave175 ); float TopSkullColorMask66 = tex2DNode35.g; float clampResult59 = clamp( ( ( SkullIntensity51 * 0.5 ) * TopSkullColorMask66 ) , 0.0 , 0.5 ); float4 lerpResult56 = lerp( tex2D( _Albedo, uv_Albedo ) , _TopSkullTint , clampResult59); float SideHandIntensity75 = _SideHandIntensity; float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = packedInput.ase_texcoord5.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2D( _LeftHandVDM, LeftHandWave103 ); float SideHandColorMask80 = tex2DNode77.g; float clampResult93 = clamp( ( ( SideHandIntensity75 * 0.5 ) * SideHandColorMask80 ) , 0.0 , 0.5 ); float4 lerpResult94 = lerp( lerpResult56 , _SideHandTint , clampResult93); float2 texCoord206 = packedInput.ase_texcoord5.xy * float2( 3,3 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles205 = 2.0 * 2.0; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset205 = 1.0f / 2.0; float fbrowsoffset205 = 1.0f / 2.0; // Speed of animation float fbspeed205 = _TimeParameters.x * 12.0; // UV Tiling (col and row offset) float2 fbtiling205 = float2(fbcolsoffset205, fbrowsoffset205); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex205 = round( fmod( fbspeed205 + 0.0, fbtotaltiles205) ); fbcurrenttileindex205 += ( fbcurrenttileindex205 < 0) ? fbtotaltiles205 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox205 = round ( fmod ( fbcurrenttileindex205, 2.0 ) ); // Multiply Offset X by coloffset float fboffsetx205 = fblinearindextox205 * fbcolsoffset205; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy205 = round( fmod( ( fbcurrenttileindex205 - fblinearindextox205 ) / 2.0, 2.0 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy205 = (int)(2.0-1) - fblinearindextoy205; // Multiply Offset Y by rowoffset float fboffsety205 = fblinearindextoy205 * fbrowsoffset205; // UV Offset float2 fboffset205 = float2(fboffsetx205, fboffsety205); // Flipbook UV half2 fbuv205 = texCoord206 * fbtiling205 + fboffset205; // *** END Flipbook UV Animation vars *** float2 uv_Masks = packedInput.ase_texcoord5.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2D( _Masks, uv_Masks ); float MaskR15 = tex2DNode45.r; float4 temp_output_209_0 = ( tex2D( _NoiseFlipbook, fbuv205 ) * MaskR15 ); float2 uv_ScreenHandsVDM = packedInput.ase_texcoord5.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2D( _ScreenHandsVDM, uv_ScreenHandsVDM ); float myVarName244 = tex2DNode6.g; float HandIntensity29 = _HandIntensity; float clampResult259 = clamp( saturate( ( myVarName244 * ( HandIntensity29 * 0.7 ) ) ) , 0.0 , 0.9 ); float4 lerpResult252 = lerp( temp_output_209_0 , _TVHandsTint , ( clampResult259 * _ScreenColorTintBlend )); float ScreenToggle242 = _ScreenToggle; float ScreenToggleSlider283 = ( MaskR15 * ScreenToggle242 ); float4 lerpResult213 = lerp( lerpResult94 , lerpResult252 , ScreenToggleSlider283); float MaskG63 = tex2DNode45.g; float MaskB84 = tex2DNode45.b; float3 appendResult20 = (float3(MaskR15 , MaskG63 , MaskB84)); float2 uv_Normal = packedInput.ase_texcoord5.xy * _Normal_ST.xy + _Normal_ST.zw; float2 uv_NormalHands = packedInput.ase_texcoord5.xy * _NormalHands_ST.xy + _NormalHands_ST.zw; float clampResult32 = clamp( HandIntensity29 , 0.0 , 1.0 ); float3 unpack21 = UnpackNormalScale( tex2D( _NormalHands, uv_NormalHands ), clampResult32 ); unpack21.z = lerp( 1, unpack21.z, saturate(clampResult32) ); float clampResult53 = clamp( SkullIntensity51 , 0.0 , 1.0 ); float3 unpack50 = UnpackNormalScale( tex2D( _NormalTopSkull, SkullWave175 ), clampResult53 ); unpack50.z = lerp( 1, unpack50.z, saturate(clampResult53) ); float clampResult98 = clamp( SideHandIntensity75 , 0.0 , 1.0 ); float3 unpack96 = UnpackNormalScale( tex2D( _NormalsLeftHand, LeftHandWave103 ), clampResult98 ); unpack96.z = lerp( 1, unpack96.z, saturate(clampResult98) ); float3 layeredBlendVar18 = appendResult20; float3 layeredBlend18 = ( lerp( lerp( lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , unpack21 , layeredBlendVar18.x ) , unpack50 , layeredBlendVar18.y ) , unpack96 , layeredBlendVar18.z ) ); float3 normalizeResult19 = normalize( layeredBlend18 ); float4 TVNoise214 = temp_output_209_0; float2 temp_cast_2 = (_TilingGlow).xx; float2 texCoord235 = packedInput.ase_texcoord5.xy * temp_cast_2 + float2( 0,0 ); float simplePerlin2D237 = snoise( texCoord235*_TimeParameters.y ); simplePerlin2D237 = simplePerlin2D237*0.5 + 0.5; float HandMaskNoiseEmission263 = clampResult259; float2 uv_TV_MetallicSmoothness = packedInput.ase_texcoord5.xy * _TV_MetallicSmoothness_ST.xy + _TV_MetallicSmoothness_ST.zw; surfaceDescription.Albedo = lerpResult213.rgb; surfaceDescription.Normal = normalizeResult19; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = 0; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = ( ( ( ( TVNoise214 * _NoiseTint * _GlowIntensity ) * simplePerlin2D237 ) * ( 1.0 - HandMaskNoiseEmission263 ) ) * ScreenToggle242 ).rgb; surfaceDescription.Smoothness = ( tex2D( _TV_MetallicSmoothness, uv_TV_MetallicSmoothness ).a * _BaseSmoothness ); surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ALPHATEST_SHADOW_ON surfaceDescription.AlphaClipThresholdShadow = 0.5; #endif surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5; surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5; #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif #ifdef _ASE_DISTORTION surfaceDescription.Distortion = float2 ( 2, -1 ); surfaceDescription.DistortionBlur = 1; #endif #ifdef _ASE_BAKEDGI surfaceDescription.BakedGI = 0; #endif #ifdef _ASE_BAKEDBACKGI surfaceDescription.BakedBackGI = 0; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData ); ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer ); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "META" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; sampler2D _Albedo; sampler2D _NoiseFlipbook; sampler2D _Normal; sampler2D _NormalHands; sampler2D _NormalTopSkull; sampler2D _NormalsLeftHand; sampler2D _TV_MetallicSmoothness; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); builtinData.emissiveColor = surfaceDescription.Emission; #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #else builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; #endif PostInitBuiltinData(V, posInput, surfaceData, builtinData); } CBUFFER_START(UnityMetaPass) bool4 unity_MetaVertexControl; bool4 unity_MetaFragmentControl; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); float2 uv_ScreenHandsVDM = inputMesh.uv0.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.uv0.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.uv0.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.uv0.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.uv0.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); outputPackedVaryingsMeshToPS.ase_texcoord.xy = inputMesh.uv0.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; inputMesh.tangentOS = inputMesh.tangentOS ; 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; } outputPackedVaryingsMeshToPS.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0); return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh 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; o.uv0 = v.uv0; o.uv1 = v.uv1; o.uv2 = v.uv2; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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; 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; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif float4 Frag(PackedVaryingsMeshToPS packedInput ) : SV_Target { UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false); #endif #endif half isFrontFace = input.isFrontFace; 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; GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 uv_Albedo = packedInput.ase_texcoord.xy * _Albedo_ST.xy + _Albedo_ST.zw; float SkullIntensity51 = _SkullIntensity; float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = packedInput.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = packedInput.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2D( _TopSkullVDM, SkullWave175 ); float TopSkullColorMask66 = tex2DNode35.g; float clampResult59 = clamp( ( ( SkullIntensity51 * 0.5 ) * TopSkullColorMask66 ) , 0.0 , 0.5 ); float4 lerpResult56 = lerp( tex2D( _Albedo, uv_Albedo ) , _TopSkullTint , clampResult59); float SideHandIntensity75 = _SideHandIntensity; float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = packedInput.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2D( _LeftHandVDM, LeftHandWave103 ); float SideHandColorMask80 = tex2DNode77.g; float clampResult93 = clamp( ( ( SideHandIntensity75 * 0.5 ) * SideHandColorMask80 ) , 0.0 , 0.5 ); float4 lerpResult94 = lerp( lerpResult56 , _SideHandTint , clampResult93); float2 texCoord206 = packedInput.ase_texcoord.xy * float2( 3,3 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles205 = 2.0 * 2.0; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset205 = 1.0f / 2.0; float fbrowsoffset205 = 1.0f / 2.0; // Speed of animation float fbspeed205 = _TimeParameters.x * 12.0; // UV Tiling (col and row offset) float2 fbtiling205 = float2(fbcolsoffset205, fbrowsoffset205); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex205 = round( fmod( fbspeed205 + 0.0, fbtotaltiles205) ); fbcurrenttileindex205 += ( fbcurrenttileindex205 < 0) ? fbtotaltiles205 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox205 = round ( fmod ( fbcurrenttileindex205, 2.0 ) ); // Multiply Offset X by coloffset float fboffsetx205 = fblinearindextox205 * fbcolsoffset205; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy205 = round( fmod( ( fbcurrenttileindex205 - fblinearindextox205 ) / 2.0, 2.0 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy205 = (int)(2.0-1) - fblinearindextoy205; // Multiply Offset Y by rowoffset float fboffsety205 = fblinearindextoy205 * fbrowsoffset205; // UV Offset float2 fboffset205 = float2(fboffsetx205, fboffsety205); // Flipbook UV half2 fbuv205 = texCoord206 * fbtiling205 + fboffset205; // *** END Flipbook UV Animation vars *** float2 uv_Masks = packedInput.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2D( _Masks, uv_Masks ); float MaskR15 = tex2DNode45.r; float4 temp_output_209_0 = ( tex2D( _NoiseFlipbook, fbuv205 ) * MaskR15 ); float2 uv_ScreenHandsVDM = packedInput.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2D( _ScreenHandsVDM, uv_ScreenHandsVDM ); float myVarName244 = tex2DNode6.g; float HandIntensity29 = _HandIntensity; float clampResult259 = clamp( saturate( ( myVarName244 * ( HandIntensity29 * 0.7 ) ) ) , 0.0 , 0.9 ); float4 lerpResult252 = lerp( temp_output_209_0 , _TVHandsTint , ( clampResult259 * _ScreenColorTintBlend )); float ScreenToggle242 = _ScreenToggle; float ScreenToggleSlider283 = ( MaskR15 * ScreenToggle242 ); float4 lerpResult213 = lerp( lerpResult94 , lerpResult252 , ScreenToggleSlider283); float MaskG63 = tex2DNode45.g; float MaskB84 = tex2DNode45.b; float3 appendResult20 = (float3(MaskR15 , MaskG63 , MaskB84)); float2 uv_Normal = packedInput.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw; float2 uv_NormalHands = packedInput.ase_texcoord.xy * _NormalHands_ST.xy + _NormalHands_ST.zw; float clampResult32 = clamp( HandIntensity29 , 0.0 , 1.0 ); float3 unpack21 = UnpackNormalScale( tex2D( _NormalHands, uv_NormalHands ), clampResult32 ); unpack21.z = lerp( 1, unpack21.z, saturate(clampResult32) ); float clampResult53 = clamp( SkullIntensity51 , 0.0 , 1.0 ); float3 unpack50 = UnpackNormalScale( tex2D( _NormalTopSkull, SkullWave175 ), clampResult53 ); unpack50.z = lerp( 1, unpack50.z, saturate(clampResult53) ); float clampResult98 = clamp( SideHandIntensity75 , 0.0 , 1.0 ); float3 unpack96 = UnpackNormalScale( tex2D( _NormalsLeftHand, LeftHandWave103 ), clampResult98 ); unpack96.z = lerp( 1, unpack96.z, saturate(clampResult98) ); float3 layeredBlendVar18 = appendResult20; float3 layeredBlend18 = ( lerp( lerp( lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , unpack21 , layeredBlendVar18.x ) , unpack50 , layeredBlendVar18.y ) , unpack96 , layeredBlendVar18.z ) ); float3 normalizeResult19 = normalize( layeredBlend18 ); float4 TVNoise214 = temp_output_209_0; float2 temp_cast_2 = (_TilingGlow).xx; float2 texCoord235 = packedInput.ase_texcoord.xy * temp_cast_2 + float2( 0,0 ); float simplePerlin2D237 = snoise( texCoord235*_TimeParameters.y ); simplePerlin2D237 = simplePerlin2D237*0.5 + 0.5; float HandMaskNoiseEmission263 = clampResult259; float2 uv_TV_MetallicSmoothness = packedInput.ase_texcoord.xy * _TV_MetallicSmoothness_ST.xy + _TV_MetallicSmoothness_ST.zw; surfaceDescription.Albedo = lerpResult213.rgb; surfaceDescription.Normal = normalizeResult19; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = 0; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = ( ( ( ( TVNoise214 * _NoiseTint * _GlowIntensity ) * simplePerlin2D237 ) * ( 1.0 - HandMaskNoiseEmission263 ) ) * ScreenToggle242 ).rgb; surfaceDescription.Smoothness = ( tex2D( _TV_MetallicSmoothness, uv_TV_MetallicSmoothness ).a * _BaseSmoothness ); surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); float4 res = float4(0.0, 0.0, 0.0, 1.0); if (unity_MetaFragmentControl.x) { res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); } if (unity_MetaFragmentControl.y) { res.rgb = lightTransportData.emissiveColor; } return res; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Cull [_CullMode] ZWrite On ZClip [_ZClip] ZTest LEqual ColorMask 0 HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_SHADOWS #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" //#define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(AlphaSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow ); #else DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); float2 uv_ScreenHandsVDM = inputMesh.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.ase_tangent.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ALPHATEST_SHADOW_ON surfaceDescription.AlphaClipThresholdShadow = 0.5; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } ColorMask 0 HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; int _ObjectId; int _PassValue; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SceneSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); float2 uv_ScreenHandsVDM = inputMesh.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.ase_tangent.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefDepth] WriteMask [_StencilWriteMaskDepth] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ _DISABLE_DECALS #define SHADERPASS SHADERPASS_DEPTH_ONLY #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; sampler2D _Normal; sampler2D _NormalHands; sampler2D _NormalTopSkull; sampler2D _NormalsLeftHand; sampler2D _TV_MetallicSmoothness; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SmoothSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); float2 uv_ScreenHandsVDM = inputMesh.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; inputMesh.tangentOS = inputMesh.tangentOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh 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; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif #if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #else #define SV_TARGET_DECAL SV_Target0 #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) , out float4 outDecalBuffer : SV_TARGET_DECAL #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0; float2 uv_Masks = packedInput.ase_texcoord3.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2D( _Masks, uv_Masks ); float MaskR15 = tex2DNode45.r; float MaskG63 = tex2DNode45.g; float MaskB84 = tex2DNode45.b; float3 appendResult20 = (float3(MaskR15 , MaskG63 , MaskB84)); float2 uv_Normal = packedInput.ase_texcoord3.xy * _Normal_ST.xy + _Normal_ST.zw; float2 uv_NormalHands = packedInput.ase_texcoord3.xy * _NormalHands_ST.xy + _NormalHands_ST.zw; float HandIntensity29 = _HandIntensity; float clampResult32 = clamp( HandIntensity29 , 0.0 , 1.0 ); float3 unpack21 = UnpackNormalScale( tex2D( _NormalHands, uv_NormalHands ), clampResult32 ); unpack21.z = lerp( 1, unpack21.z, saturate(clampResult32) ); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = packedInput.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float SkullIntensity51 = _SkullIntensity; float clampResult53 = clamp( SkullIntensity51 , 0.0 , 1.0 ); float3 unpack50 = UnpackNormalScale( tex2D( _NormalTopSkull, SkullWave175 ), clampResult53 ); unpack50.z = lerp( 1, unpack50.z, saturate(clampResult53) ); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float SideHandIntensity75 = _SideHandIntensity; float clampResult98 = clamp( SideHandIntensity75 , 0.0 , 1.0 ); float3 unpack96 = UnpackNormalScale( tex2D( _NormalsLeftHand, LeftHandWave103 ), clampResult98 ); unpack96.z = lerp( 1, unpack96.z, saturate(clampResult98) ); float3 layeredBlendVar18 = appendResult20; float3 layeredBlend18 = ( lerp( lerp( lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , unpack21 , layeredBlendVar18.x ) , unpack50 , layeredBlendVar18.y ) , unpack96 , layeredBlendVar18.z ) ); float3 normalizeResult19 = normalize( layeredBlend18 ); float2 uv_TV_MetallicSmoothness = packedInput.ase_texcoord3.xy * _TV_MetallicSmoothness_ST.xy + _TV_MetallicSmoothness_ST.zw; surfaceDescription.Normal = normalizeResult19; surfaceDescription.Smoothness = ( tex2D( _TV_MetallicSmoothness, uv_TV_MetallicSmoothness ).a * _BaseSmoothness ); surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) DecalPrepassData decalPrepassData; decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif } ENDHLSL } Pass { Name "Motion Vectors" Tags { "LightMode"="MotionVectors" } Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefMV] WriteMask [_StencilWriteMaskMV] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_MOTION_VECTORS #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; sampler2D _Normal; sampler2D _NormalHands; sampler2D _NormalTopSkull; sampler2D _NormalsLeftHand; sampler2D _TV_MetallicSmoothness; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 vmeshPositionCS : SV_Position; float3 vmeshInterp00 : TEXCOORD0; float3 vpassInterpolators0 : TEXCOORD1; //interpolators0 float3 vpassInterpolators1 : TEXCOORD2; //interpolators1 float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SmoothSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS ) { _TimeParameters.xyz = timeParameters; float2 uv_ScreenHandsVDM = inputMesh.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.ase_tangent.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; return inputMesh; } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0; AttributesMesh defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS); float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float3 VMESHpositionRWS = positionRWS; float4 VMESHpositionCS = TransformWorldToHClip(positionRWS); 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) AttributesMesh previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)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)); } outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS; outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS; outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw); outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw); return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh 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 o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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 o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput , out float4 outMotionVector : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target2 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target1 , out float1 depthColor : SV_Target2 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.vmeshPositionCS; input.positionRWS = packedInput.vmeshInterp00.xyz; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0; float2 uv_Masks = packedInput.ase_texcoord3.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2D( _Masks, uv_Masks ); float MaskR15 = tex2DNode45.r; float MaskG63 = tex2DNode45.g; float MaskB84 = tex2DNode45.b; float3 appendResult20 = (float3(MaskR15 , MaskG63 , MaskB84)); float2 uv_Normal = packedInput.ase_texcoord3.xy * _Normal_ST.xy + _Normal_ST.zw; float2 uv_NormalHands = packedInput.ase_texcoord3.xy * _NormalHands_ST.xy + _NormalHands_ST.zw; float HandIntensity29 = _HandIntensity; float clampResult32 = clamp( HandIntensity29 , 0.0 , 1.0 ); float3 unpack21 = UnpackNormalScale( tex2D( _NormalHands, uv_NormalHands ), clampResult32 ); unpack21.z = lerp( 1, unpack21.z, saturate(clampResult32) ); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = packedInput.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float SkullIntensity51 = _SkullIntensity; float clampResult53 = clamp( SkullIntensity51 , 0.0 , 1.0 ); float3 unpack50 = UnpackNormalScale( tex2D( _NormalTopSkull, SkullWave175 ), clampResult53 ); unpack50.z = lerp( 1, unpack50.z, saturate(clampResult53) ); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float SideHandIntensity75 = _SideHandIntensity; float clampResult98 = clamp( SideHandIntensity75 , 0.0 , 1.0 ); float3 unpack96 = UnpackNormalScale( tex2D( _NormalsLeftHand, LeftHandWave103 ), clampResult98 ); unpack96.z = lerp( 1, unpack96.z, saturate(clampResult98) ); float3 layeredBlendVar18 = appendResult20; float3 layeredBlend18 = ( lerp( lerp( lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , unpack21 , layeredBlendVar18.x ) , unpack50 , layeredBlendVar18.y ) , unpack96 , layeredBlendVar18.z ) ); float3 normalizeResult19 = normalize( layeredBlend18 ); float2 uv_TV_MetallicSmoothness = packedInput.ase_texcoord3.xy * _TV_MetallicSmoothness_ST.xy + _TV_MetallicSmoothness_ST.zw; surfaceDescription.Normal = normalizeResult19; surfaceDescription.Smoothness = ( tex2D( _TV_MetallicSmoothness, uv_TV_MetallicSmoothness ).a * _BaseSmoothness ); surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData ); float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z); #ifdef _DEPTHOFFSET_ON VPASSpositionCS.w += builtinData.depthOffset; VPASSpreviousPositionCS.w += builtinData.depthOffset; #endif float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS ); EncodeMotionVector( motionVector * 0.5, outMotionVector ); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if( forceNoMotion ) outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 ); #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmeshPositionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.vmeshPositionCS.z; #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "Forward" Tags { "LightMode"="Forward" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Cull [_CullModeForward] ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Stencil { Ref [_StencilRef] WriteMask [_StencilWriteMask] Comp Always Pass Replace Fail Keep ZFail Keep } ColorMask [_ColorMaskTransparentVel] 1 HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define TESSELLATION_ON 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_FIXED_TESSELLATION #define HAVE_MESH_MODIFICATION #define ASE_SRP_VERSION 100600 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON) #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #endif #define SHADERPASS SHADERPASS_FORWARD #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif // CBuffer must be declared before Material.hlsl since it internaly uses _BlendMode now CBUFFER_START( UnityPerMaterial ) float4 _ScreenHandsVDM_ST; float4 _NoiseTint; float4 _NormalHands_ST; float4 _Normal_ST; float4 _TVHandsTint; float4 _TV_MetallicSmoothness_ST; float4 _TopSkullTint; float4 _SideHandTint; float4 _Masks_ST; float4 _Albedo_ST; float _DisplacementMultiplier; float _SideHandIntensity; float _SkullIntensity; float _ScreenColorTintBlend; float _ScreenToggle; float _HandIntensity; float _NoiseTiling; float _GlowIntensity; float _TilingGlow; float _BaseSmoothness; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #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 _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; sampler2D _ScreenHandsVDM; sampler2D _Masks; sampler2D _TopSkullVDM; sampler2D _LeftHandVDM; sampler2D _Albedo; sampler2D _NoiseFlipbook; sampler2D _Normal; sampler2D _NormalHands; sampler2D _NormalTopSkull; sampler2D _NormalsLeftHand; sampler2D _TV_MetallicSmoothness; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #define HAS_LIGHTLOOP #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 interp03 : TEXCOORD3; float4 interp04 : TEXCOORD4; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 vpassPositionCS : TEXCOORD5; float3 vpassPreviousPositionCS : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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 #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); #ifdef _ASE_BAKEDGI builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; #endif #ifdef _ASE_BAKEDBACKGI builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; #endif builtinData.emissiveColor = surfaceDescription.Emission; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS ) { _TimeParameters.xyz = timeParameters; float2 uv_ScreenHandsVDM = inputMesh.ase_texcoord.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2Dlod( _ScreenHandsVDM, float4( uv_ScreenHandsVDM, 0, 0.0) ); float4 appendResult5 = (float4(tex2DNode6.r , tex2DNode6.b , tex2DNode6.g , 0.0)); float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = inputMesh.ase_texcoord.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 uv_Masks = inputMesh.ase_texcoord.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2Dlod( _Masks, float4( uv_Masks, 0, 0.0) ); float MaskR15 = tex2DNode45.r; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z); float3 tangentTobjectDir4 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult5 * BasicNoise116 ) * MaskR15 ).xyz ), 0 ) ).xyz; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2Dlod( _TopSkullVDM, float4( SkullWave175, 0, 0.0) ); float4 appendResult36 = (float4(tex2DNode35.r , tex2DNode35.b , tex2DNode35.g , 0.0)); float MaskG63 = tex2DNode45.g; float3 tangentTobjectDir38 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( appendResult36 * MaskG63 ).xyz ), 0 ) ).xyz; float3 lerpResult72 = lerp( ( tangentTobjectDir4 * _HandIntensity ) , ( tangentTobjectDir38 * _SkullIntensity ) , MaskG63); float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = inputMesh.ase_texcoord.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2Dlod( _LeftHandVDM, float4( LeftHandWave103, 0, 0.0) ); float4 appendResult78 = (float4(tex2DNode77.r , tex2DNode77.b , tex2DNode77.g , 0.0)); float MaskB84 = tex2DNode45.b; float3 tangentTobjectDir82 = mul( GetWorldToObjectMatrix(), float4( mul( ase_tangentToWorldFast, ( ( appendResult78 * BasicNoise116 ) * MaskB84 ).xyz ), 0 ) ).xyz; float3 lerpResult85 = lerp( lerpResult72 , ( tangentTobjectDir82 * _SideHandIntensity ) , MaskB84); outputPackedVaryingsMeshToPS.ase_texcoord7.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord7.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = ( lerpResult85 * _DisplacementMultiplier ); #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; inputMesh.tangentOS = inputMesh.tangentOS; return inputMesh; } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0; AttributesMesh defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS); float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 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) AttributesMesh previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)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)); } #endif outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw); outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw); #endif return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh 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; o.uv1 = v.uv1; o.uv2 = v.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif #endif o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 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; 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; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR 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 #endif o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag(PackedVaryingsMeshToPS packedInput, #ifdef OUTPUT_SPLIT_LIGHTING out float4 outColor : SV_Target0, out float4 outDiffuseLighting : SV_Target1, OUTPUT_SSSBUFFER(outSSSBuffer) #else out float4 outColor : SV_Target0 #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : SV_Target1 #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR outMotionVec = float4(2.0, 0.0, 0.0, 0.0); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.interp03.xyzw; input.texCoord2 = packedInput.interp04.xyzw; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false); #endif #endif half isFrontFace = input.isFrontFace; input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy; uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize (); PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex ); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 uv_Albedo = packedInput.ase_texcoord7.xy * _Albedo_ST.xy + _Albedo_ST.zw; float SkullIntensity51 = _SkullIntensity; float2 temp_cast_0 = (_NoiseTiling).xx; float2 texCoord13 = packedInput.ase_texcoord7.xy * temp_cast_0 + float2( 0,0 ); float simplePerlin2D11 = snoise( texCoord13*sin( _TimeParameters.x * 0.25 ) ); simplePerlin2D11 = simplePerlin2D11*0.5 + 0.5; float BasicNoise116 = simplePerlin2D11; float2 appendResult171 = (float2(( 0.11 * BasicNoise116 ) , ( BasicNoise116 * 0.04 ))); float2 texCoord172 = packedInput.ase_texcoord7.xy * float2( 1,1 ) + appendResult171; float2 SkullWave175 = texCoord172; float4 tex2DNode35 = tex2D( _TopSkullVDM, SkullWave175 ); float TopSkullColorMask66 = tex2DNode35.g; float clampResult59 = clamp( ( ( SkullIntensity51 * 0.5 ) * TopSkullColorMask66 ) , 0.0 , 0.5 ); float4 lerpResult56 = lerp( tex2D( _Albedo, uv_Albedo ) , _TopSkullTint , clampResult59); float SideHandIntensity75 = _SideHandIntensity; float2 appendResult110 = (float2(( -0.01 * BasicNoise116 ) , ( simplePerlin2D11 * 0.04 ))); float2 texCoord99 = packedInput.ase_texcoord7.xy * float2( 1,1 ) + appendResult110; float2 LeftHandWave103 = texCoord99; float4 tex2DNode77 = tex2D( _LeftHandVDM, LeftHandWave103 ); float SideHandColorMask80 = tex2DNode77.g; float clampResult93 = clamp( ( ( SideHandIntensity75 * 0.5 ) * SideHandColorMask80 ) , 0.0 , 0.5 ); float4 lerpResult94 = lerp( lerpResult56 , _SideHandTint , clampResult93); float2 texCoord206 = packedInput.ase_texcoord7.xy * float2( 3,3 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles205 = 2.0 * 2.0; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset205 = 1.0f / 2.0; float fbrowsoffset205 = 1.0f / 2.0; // Speed of animation float fbspeed205 = _TimeParameters.x * 12.0; // UV Tiling (col and row offset) float2 fbtiling205 = float2(fbcolsoffset205, fbrowsoffset205); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex205 = round( fmod( fbspeed205 + 0.0, fbtotaltiles205) ); fbcurrenttileindex205 += ( fbcurrenttileindex205 < 0) ? fbtotaltiles205 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox205 = round ( fmod ( fbcurrenttileindex205, 2.0 ) ); // Multiply Offset X by coloffset float fboffsetx205 = fblinearindextox205 * fbcolsoffset205; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy205 = round( fmod( ( fbcurrenttileindex205 - fblinearindextox205 ) / 2.0, 2.0 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy205 = (int)(2.0-1) - fblinearindextoy205; // Multiply Offset Y by rowoffset float fboffsety205 = fblinearindextoy205 * fbrowsoffset205; // UV Offset float2 fboffset205 = float2(fboffsetx205, fboffsety205); // Flipbook UV half2 fbuv205 = texCoord206 * fbtiling205 + fboffset205; // *** END Flipbook UV Animation vars *** float2 uv_Masks = packedInput.ase_texcoord7.xy * _Masks_ST.xy + _Masks_ST.zw; float4 tex2DNode45 = tex2D( _Masks, uv_Masks ); float MaskR15 = tex2DNode45.r; float4 temp_output_209_0 = ( tex2D( _NoiseFlipbook, fbuv205 ) * MaskR15 ); float2 uv_ScreenHandsVDM = packedInput.ase_texcoord7.xy * _ScreenHandsVDM_ST.xy + _ScreenHandsVDM_ST.zw; float4 tex2DNode6 = tex2D( _ScreenHandsVDM, uv_ScreenHandsVDM ); float myVarName244 = tex2DNode6.g; float HandIntensity29 = _HandIntensity; float clampResult259 = clamp( saturate( ( myVarName244 * ( HandIntensity29 * 0.7 ) ) ) , 0.0 , 0.9 ); float4 lerpResult252 = lerp( temp_output_209_0 , _TVHandsTint , ( clampResult259 * _ScreenColorTintBlend )); float ScreenToggle242 = _ScreenToggle; float ScreenToggleSlider283 = ( MaskR15 * ScreenToggle242 ); float4 lerpResult213 = lerp( lerpResult94 , lerpResult252 , ScreenToggleSlider283); float MaskG63 = tex2DNode45.g; float MaskB84 = tex2DNode45.b; float3 appendResult20 = (float3(MaskR15 , MaskG63 , MaskB84)); float2 uv_Normal = packedInput.ase_texcoord7.xy * _Normal_ST.xy + _Normal_ST.zw; float2 uv_NormalHands = packedInput.ase_texcoord7.xy * _NormalHands_ST.xy + _NormalHands_ST.zw; float clampResult32 = clamp( HandIntensity29 , 0.0 , 1.0 ); float3 unpack21 = UnpackNormalScale( tex2D( _NormalHands, uv_NormalHands ), clampResult32 ); unpack21.z = lerp( 1, unpack21.z, saturate(clampResult32) ); float clampResult53 = clamp( SkullIntensity51 , 0.0 , 1.0 ); float3 unpack50 = UnpackNormalScale( tex2D( _NormalTopSkull, SkullWave175 ), clampResult53 ); unpack50.z = lerp( 1, unpack50.z, saturate(clampResult53) ); float clampResult98 = clamp( SideHandIntensity75 , 0.0 , 1.0 ); float3 unpack96 = UnpackNormalScale( tex2D( _NormalsLeftHand, LeftHandWave103 ), clampResult98 ); unpack96.z = lerp( 1, unpack96.z, saturate(clampResult98) ); float3 layeredBlendVar18 = appendResult20; float3 layeredBlend18 = ( lerp( lerp( lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , unpack21 , layeredBlendVar18.x ) , unpack50 , layeredBlendVar18.y ) , unpack96 , layeredBlendVar18.z ) ); float3 normalizeResult19 = normalize( layeredBlend18 ); float4 TVNoise214 = temp_output_209_0; float2 temp_cast_2 = (_TilingGlow).xx; float2 texCoord235 = packedInput.ase_texcoord7.xy * temp_cast_2 + float2( 0,0 ); float simplePerlin2D237 = snoise( texCoord235*_TimeParameters.y ); simplePerlin2D237 = simplePerlin2D237*0.5 + 0.5; float HandMaskNoiseEmission263 = clampResult259; float2 uv_TV_MetallicSmoothness = packedInput.ase_texcoord7.xy * _TV_MetallicSmoothness_ST.xy + _TV_MetallicSmoothness_ST.zw; surfaceDescription.Albedo = lerpResult213.rgb; surfaceDescription.Normal = normalizeResult19; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = 0; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = ( ( ( ( TVNoise214 * _NoiseTint * _GlowIntensity ) * simplePerlin2D237 ) * ( 1.0 - HandMaskNoiseEmission263 ) ) * ScreenToggle242 ).rgb; surfaceDescription.Smoothness = ( tex2D( _TV_MetallicSmoothness, uv_TV_MetallicSmoothness ).a * _BaseSmoothness ); surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif #ifdef _ASE_BAKEDGI surfaceDescription.BakedGI = 0; #endif #ifdef _ASE_BAKEDBACKGI surfaceDescription.BakedBackGI = 0; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); #ifdef DEBUG_DISPLAY #ifdef OUTPUT_SPLIT_LIGHTING outDiffuseLighting = 0; ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #endif bool viewMaterial = false; int bufferSize = _DebugViewMaterialArray[0].x; if (bufferSize != 0) { bool needLinearToSRGB = false; float3 result = float3(1.0, 0.0, 1.0); for (int index = 1; index <= bufferSize; index++) { int indexMaterialProperty = _DebugViewMaterialArray[index].x; if (indexMaterialProperty != 0) { viewMaterial = true; GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB); GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); } } if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); } if (!viewMaterial) { if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR) { float3 result = float3(0.0, 0.0, 0.0); GetPBRValidatorDebug(surfaceData, result); outColor = float4(result, 1.0f); } else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outColor = result; } else #endif { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput); // Alias float3 diffuseLighting = lightLoopOutput.diffuseLighting; float3 specularLighting = lightLoopOutput.specularLighting; diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outColor = float4(specularLighting, 1.0); outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0); } else { outColor = float4(diffuseLighting + specularLighting, 1.0); outDiffuseLighting = 0; } ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #else outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); outColor = EvaluateAtmosphericScattering(posInput, V, outColor); #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z); bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); outMotionVec.zw = 1.0; } #endif } #ifdef DEBUG_DISPLAY } #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } } CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI" } /*ASEBEGIN Version=18916 592;73;931;745;9549.533;4158.436;13.15998;False;False Node;AmplifyShaderEditor.CommentaryNode;298;-4525.466,2521.156;Inherit;False;1044.41;393.6719;;5;10;12;13;11;116;Basic noise for fake anim, use whatever you need.;1,1,1,1;0;0 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