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|
- //<HASH>1426093573</HASH>
- ////////////////////////////////////////
- // Generated with Better Shaders
- //
- // Auto-generated shader code, don't hand edit!
- //
- // Unity Version: 2021.3.0f1
- // Render Pipeline: URP2021
- // Platform: WindowsEditor
- ////////////////////////////////////////
- Shader "FLOW/Surface_Transparent"
- {
- Properties
- {
- [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
- [HideInInspector]_QueueControl("_QueueControl", Float) = -1
- [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
-
- _Sink("Sink", Float) = 1
- _Emission("Emission", Float) = 1
- [Header(WAVE)]
- [NoScaleOffset]_NormalFoamMap(" Normal (RGB) Foam (A)", 2D) = "bump" {}
- _WaveStrengthMin(" Strength Min", Range(0,2)) = 0.0
- _WaveStrengthMax(" Strength Max", Range(0,2)) = 0.5
- _WaveStrengthScale(" Strength Scale", Float) = 1
- _Tiling (" Tiling", Float) = 1
- _AnimationSpeed (" Animation Speed", Float) = 1
- [Header(STOCHASTIC)]
- [Toggle(_STOCHASTIC_ON)] _HasStochastic (" Enabled", Float) = 0
- [NoScaleOffset]_NoiseMap(" Noise (A)", 2D) = "black" {}
- [Header(FOAM)]
- [KeywordEnum(Off, Alpha, Cutout)] _Foam (" Mode", Float) = 0
- _FoamBrightness(" Brightness", Range(0,2)) = 1
- [Header(FACETED)]
- [Toggle(_FACETED_ON)] _HasFaceted (" Enabled", Float) = 0
- _FlatShadingBlend(" Flat Amount", Range(0,3)) = 0.9
- [Header(TRANSPARENCY)]
- [KeywordEnum(Off, Vertical, Depth, March Fluid, March Fluid And Depth)] _Alpha (" Mode", Float) = 0
- _RangeMax (" Range Max", Float) = 25
- _AlphaStep (" Step", Float) = 2.0
- _AlphaMaxSteps (" Max Steps", Int) = 100
- _AlphaDepthScale (" Depth Scale", Float) = 0.1
- [Header(UNITY FOG)]
- [Toggle(DISABLEFOG)] _CW_DisableFog(" Disable", Float) = 0
- }
- SubShader
- {
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Transparent" "Queue" = "Transparent" }
-
-
- ZWrite Off ColorMask RGB
- Pass
- {
- Name "Universal Forward"
- Tags
- {
- "LightMode" = "UniversalForward"
- }
- Cull Back
- Blend One Zero
- ZTest LEqual
- ZWrite On
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- Cull Back
- ZTest LEqual
- ZWrite Off
- ZWrite On
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- // Keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _CLUSTERED_RENDERING
- // GraphKeywords: <None>
- #define SHADER_PASS SHADERPASS_FORWARD
- #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- #define _PASSFORWARD 1
- #define _FOG_FRAGMENT 1
-
- #include "Flow.cginc"
- #pragma shader_feature_local _ _STOCHASTIC_ON
- #pragma shader_feature_local _FOAM_OFF _FOAM_ALPHA _FOAM_CUTOUT
- #pragma shader_feature_local _ _FACETED_ON
- #pragma shader_feature_local _ALPHA_OFF _ALPHA_VERTICAL _ALPHA_DEPTH _ALPHA_MARCH_FLUID _ALPHA_MARCH_FLUID_AND_DEPTH
- #pragma shader_feature_local DISABLEFOG
- #define _URP 1
- #define _ALPHABLEND_ON 1
- #define _ALPHABLEND_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _GRABPASSUSED 1
- #define REQUIRE_OPAQUE_TEXTURE
- #define REQUIRE_DEPTH_TEXTURE
- // this has to be here or specular color will be ignored. Not in SG code
- #if _SIMPLELIT
- #define _SPECULAR_COLOR
- #endif
- // Includes
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
-
- #undef WorldNormalVector
- #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
-
- #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
- #define _WorldSpaceLightPos0 _MainLightPosition
-
- #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
- #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
- #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
- #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
- #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
- #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
- #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
- #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
-
- #if defined(UNITY_COMPILER_HLSL)
- #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
- #else
- #define UNITY_INITIALIZE_OUTPUT(type,name)
- #endif
- #define sampler2D_float sampler2D
- #define sampler2D_half sampler2D
-
- // data across stages, stripped like the above.
- struct VertexToPixel
- {
- float4 pos : SV_POSITION;
- float3 worldPos : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float4 worldTangent : TEXCOORD2;
- float4 texcoord0 : TEXCOORD3;
- // float4 texcoord1 : TEXCOORD4;
- // float4 texcoord2 : TEXCOORD5;
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD6;
- // #endif
- // #if %SCREENPOSREQUIREKEY%
- float4 screenPos : TEXCOORD7;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- half4 vertexColor : COLOR;
- // #endif
- #if defined(LIGHTMAP_ON)
- float2 lightmapUV : TEXCOORD8;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD9;
- #endif
- #if !defined(LIGHTMAP_ON)
- float3 sh : TEXCOORD10;
- #endif
- #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
- float4 fogFactorAndVertexLight : TEXCOORD11;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD12;
- #endif
- // #if %EXTRAV2F0REQUIREKEY%
- float4 extraV2F0 : TEXCOORD13;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- float4 extraV2F1 : TEXCOORD14;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // float4 extraV2F2 : TEXCOORD15;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // float4 extraV2F3 : TEXCOORD16;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // float4 extraV2F4 : TEXCOORD17;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // float4 extraV2F5 : TEXCOORD18;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // float4 extraV2F6 : TEXCOORD19;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // float4 extraV2F7 : TEXCOORD20;
- // #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- uint instanceID : CUSTOM_INSTANCE_ID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
- #endif
- };
-
-
- // data describing the user output of a pixel
- struct Surface
- {
- half3 Albedo;
- half Height;
- half3 Normal;
- half Smoothness;
- half3 Emission;
- half Metallic;
- half3 Specular;
- half Occlusion;
- half SpecularPower; // for simple lighting
- half Alpha;
- float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
- // HDRP Only
- half SpecularOcclusion;
- half SubsurfaceMask;
- half Thickness;
- half CoatMask;
- half CoatSmoothness;
- half Anisotropy;
- half IridescenceMask;
- half IridescenceThickness;
- int DiffusionProfileHash;
- float SpecularAAThreshold;
- float SpecularAAScreenSpaceVariance;
- // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
- float3 DiffuseGI;
- float3 BackDiffuseGI;
- float3 SpecularGI;
- float ior;
- float3 transmittanceColor;
- float atDistance;
- float transmittanceMask;
- // requires _OVERRIDE_SHADOWMASK to be defines
- float4 ShadowMask;
- // for decals
- float NormalAlpha;
- float MAOSAlpha;
- };
- // Data the user declares in blackboard blocks
- struct Blackboard
- {
-
- float groundHeight;
- float surfaceHeight;
- float3 surfaceNormal;
- Fluid fluid;
- float foam;
- float blackboardDummyData;
- };
- // data the user might need, this will grow to be big. But easy to strip
- struct ShaderData
- {
- float4 clipPos; // SV_POSITION
- float3 localSpacePosition;
- float3 localSpaceNormal;
- float3 localSpaceTangent;
-
- float3 worldSpacePosition;
- float3 worldSpaceNormal;
- float3 worldSpaceTangent;
- float tangentSign;
- float3 worldSpaceViewDir;
- float3 tangentSpaceViewDir;
- float4 texcoord0;
- float4 texcoord1;
- float4 texcoord2;
- float4 texcoord3;
- float2 screenUV;
- float4 screenPos;
- float4 vertexColor;
- bool isFrontFace;
- float4 extraV2F0;
- float4 extraV2F1;
- float4 extraV2F2;
- float4 extraV2F3;
- float4 extraV2F4;
- float4 extraV2F5;
- float4 extraV2F6;
- float4 extraV2F7;
- float3x3 TBNMatrix;
- Blackboard blackboard;
- };
- struct VertexData
- {
- #if SHADER_TARGET > 30
- // uint vertexID : SV_VertexID;
- #endif
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord0 : TEXCOORD0;
- // optimize out mesh coords when not in use by user or lighting system
- #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
- float4 texcoord1 : TEXCOORD1;
- #endif
- #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
- float4 texcoord2 : TEXCOORD2;
- #endif
- #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
- float4 texcoord1 : TEXCOORD1;
- #endif
- #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
- float4 texcoord2 : TEXCOORD2;
- #endif
- #if _HDRP
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- #endif
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- float4 vertexColor : COLOR;
- // #endif
- #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
- float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
- #if defined (_ADD_PRECOMPUTED_VELOCITY)
- float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
- #endif
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessVertex
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- float4 vertexColor : COLOR;
- // #endif
- // #if %EXTRAV2F0REQUIREKEY%
- float4 extraV2F0 : TEXCOORD5;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- float4 extraV2F1 : TEXCOORD6;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // float4 extraV2F2 : TEXCOORD7;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // float4 extraV2F3 : TEXCOORD8;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // float4 extraV2F4 : TEXCOORD9;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // float4 extraV2F5 : TEXCOORD10;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // float4 extraV2F6 : TEXCOORD11;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // float4 extraV2F7 : TEXCOORD12;
- // #endif
- #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
- float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
- #if defined (_ADD_PRECOMPUTED_VELOCITY)
- float3 precomputedVelocity : TEXCOORD14;
- #endif
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- struct ExtraV2F
- {
- float4 extraV2F0;
- float4 extraV2F1;
- float4 extraV2F2;
- float4 extraV2F3;
- float4 extraV2F4;
- float4 extraV2F5;
- float4 extraV2F6;
- float4 extraV2F7;
- Blackboard blackboard;
- float4 time;
- };
- float3 WorldToTangentSpace(ShaderData d, float3 normal)
- {
- return mul(d.TBNMatrix, normal);
- }
- float3 TangentToWorldSpace(ShaderData d, float3 normal)
- {
- return mul(normal, d.TBNMatrix);
- }
- // in this case, make standard more like SRPs, because we can't fix
- // unity_WorldToObject in HDRP, since it already does macro-fu there
- #if _STANDARD
- float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
- float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
- float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
- float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
- float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
- float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
- #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
- #else
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
- #endif
- #undef GetWorldToObjectMatrix()
- #define GetWorldToObjectMatrix() unity_WorldToObject
- #endif
- float3 GetCameraWorldPosition()
- {
- #if _HDRP
- return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
- #else
- return _WorldSpaceCameraPos;
- #endif
- }
- #if _GRABPASSUSED
- #if _STANDARD
- TEXTURE2D(_Grab);
- SAMPLER(sampler__Grab);
- #endif
- half3 GetSceneColor(float2 uv)
- {
- #if _STANDARD
- return SAMPLE_TEXTURE2D(_Grab, sampler__Grab, uv).rgb;
- #else
- return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
- #endif
- }
- #endif
-
- #if _STANDARD
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
- float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
- float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
- #else
- float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
- float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
- float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
- #endif
- float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
- {
- float eye = GetLinearEyeDepth(uv);
- float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
- float dt = dot(worldSpaceViewDir, camView);
- float3 div = worldSpaceViewDir/dt;
- float3 wpos = (eye * div) + GetCameraWorldPosition();
- return wpos;
- }
- #if _HDRP
- float3 ObjectToWorldSpacePosition(float3 pos)
- {
- return GetAbsolutePositionWS(TransformObjectToWorld(pos));
- }
- #else
- float3 ObjectToWorldSpacePosition(float3 pos)
- {
- return TransformObjectToWorld(pos);
- }
- #endif
- #if _STANDARD
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
- float3 norms = DecodeViewNormalStereo(depthNorms);
- norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
- return norms;
- }
- #elif _HDRP && !_DECALSHADER
-
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- NormalData nd;
- DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
- return nd.normalWS;
- }
- #elif _URP
- #if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- #if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
- return SampleSceneNormals(uv);
- #else
- float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
- return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
- #endif
- }
- #endif
- #if _HDRP
- half3 UnpackNormalmapRGorAG(half4 packednormal)
- {
- // This do the trick
- packednormal.x *= packednormal.w;
- half3 normal;
- normal.xy = packednormal.xy * 2 - 1;
- normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
- return normal;
- }
- half3 UnpackNormal(half4 packednormal)
- {
- #if defined(UNITY_NO_DXT5nm)
- return packednormal.xyz * 2 - 1;
- #else
- return UnpackNormalmapRGorAG(packednormal);
- #endif
- }
- #endif
- #if _HDRP || _URP
- half3 UnpackScaleNormal(half4 packednormal, half scale)
- {
- #ifndef UNITY_NO_DXT5nm
- // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
- // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
- packednormal.x *= packednormal.w;
- #endif
- half3 normal;
- normal.xy = (packednormal.xy * 2 - 1) * scale;
- normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
- return normal;
- }
- #endif
- void GetSun(out float3 lightDir, out float3 color)
- {
- lightDir = float3(0.5, 0.5, 0);
- color = 1;
- #if _HDRP
- if (_DirectionalLightCount > 0)
- {
- DirectionalLightData light = _DirectionalLightDatas[0];
- lightDir = -light.forward.xyz;
- color = light.color;
- }
- #elif _STANDARD
- lightDir = normalize(_WorldSpaceLightPos0.xyz);
- color = _LightColor0.rgb;
- #elif _URP
- Light light = GetMainLight();
- lightDir = light.direction;
- color = light.color;
- #endif
- }
-
- CBUFFER_START(UnityPerMaterial)
-
- float _FlowDensity;
- float2 _FlowSeparationXZ;
- float _FlowSimulationHeight;
- float _FlowCameraHeight;
- float2 _FlowCountXZ;
- float4 _FlowCoordU000;
- float4 _FlowCoord0V00;
- float _FlowSpeed;
- float4x4 _FlowMatrix;
- float _Sink;
- float _Emission;
-
- float _WaveStrengthMin;
- float _WaveStrengthMax;
- float _WaveStrengthScale;
- float _Tiling;
- float _AnimationSpeed;
- float _FoamBrightness;
- half _FlatShadingBlend;
- float _RangeMax;
- float _AlphaStep;
- int _AlphaMaxSteps;
- float _AlphaDepthScale;
- CBUFFER_END
-
-
- #ifdef unity_WorldToObject
- #undef unity_WorldToObject
- #endif
- #ifdef unity_ObjectToWorld
- #undef unity_ObjectToWorld
- #endif
- #define unity_ObjectToWorld GetObjectToWorldMatrix()
- #define unity_WorldToObject GetWorldToObjectMatrix()
- TEXTURE2D(_FlowDataA);
- SAMPLER(sampler_FlowDataA);
- TEXTURE2D(_FlowDataB);
- SAMPLER(sampler_FlowDataB);
- TEXTURE2D(_FlowDataC);
- SAMPLER(sampler_FlowDataC);
- TEXTURE2D(_FlowDataD);
- SAMPLER(sampler_FlowDataD);
- TEXTURE2D(_FlowDataE);
- SAMPLER(sampler_FlowDataE);
- TEXTURE2D(_FlowDataF);
- SAMPLER(sampler_FlowDataF);
- float4 SGT_O2W(float4 v)
- {
- v = mul(GetObjectToWorldMatrix(), v);
- #if _HDRP
- v.xyz = GetAbsolutePositionWS(v.xyz);
- #endif
- return v;
- }
- float4 SGT_W2O(float4 v)
- {
- #if _HDRP
- v.xyz = GetCameraRelativePositionWS(v.xyz);
- #endif
- return mul(GetWorldToObjectMatrix(), v);
- }
- float4 SGT_O2V(float4 v)
- {
- #if _STANDARD
- return float4(UnityObjectToViewPos(v.xyz), 1.0f);
- #else
- return float4(TransformWorldToView(TransformObjectToWorld(v.xyz)), 1.0f);
- #endif
- }
- float GetFluidHeight(float2 uv)
- {
- float groundHeight = SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0).r;
- float fluidDepth = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0).r;
- return groundHeight + fluidDepth;
- }
- float2 GetHeightAndDepth(float2 uv)
- {
- float groundHeight = SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0).r;
- float fluidDepth = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0).r;
- return float2(groundHeight, fluidDepth);
- }
- Column GetColumn(float2 uv)
- {
- return DecodeColumn(SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0), SAMPLE_TEXTURE2D_LOD(_FlowDataB, sampler_FlowDataB, uv, 0));
- }
- Fluid GetColumnFluid(float2 uv)
- {
- float4 c = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0);
- float4 d = SAMPLE_TEXTURE2D_LOD(_FlowDataD, sampler_FlowDataD, uv, 0);
- float4 e = SAMPLE_TEXTURE2D_LOD(_FlowDataE, sampler_FlowDataE, uv, 0);
- float4 f = SAMPLE_TEXTURE2D_LOD(_FlowDataF, sampler_FlowDataF, uv, 0);
- return DecodeFluid(c, d, e, f);
- }
- bool InsideFluid(float3 wpos)
- {
- float2 columnPixel = mul(_FlowMatrix, float4(wpos, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- float2 columnHAD = GetHeightAndDepth(columnCoord);
- return min(columnCoord.x, columnCoord.y) >= 0.0 && max(columnCoord.x, columnCoord.y) <= 1.0f && wpos.y > columnHAD.x && wpos.y < (columnHAD.x + columnHAD.y);
- }
- bool UnderFluid(float3 wpos)
- {
- float2 columnPixel = mul(_FlowMatrix, float4(wpos, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- float2 columnHAD = GetHeightAndDepth(columnCoord);
- return min(columnCoord.x, columnCoord.y) >= 0.0 && max(columnCoord.x, columnCoord.y) <= 1.0f && wpos.y < (columnHAD.x + columnHAD.y);
- }
- float RayMarchInside(float3 wpos, float3 wdir, float step, int maxs, float maxd)
- {
- float epsi = step * 0.01f;
- float dist = 0.0f;
- for (int i = 0; i < maxs && step > epsi; i++)
- {
- dist += step;
- float3 pos = wpos + wdir * dist;
- if (InsideFluid(pos) == false)
- {
- dist -= step;
- step *= 0.5f;
- }
- if (dist > maxd)
- {
- return maxd;
- }
- }
- return dist;
- }
- float RayMarchUnder(float3 wpos, float3 wdir, float step, int maxs, float maxd)
- {
- float epsi = step * 0.01f;
- float dist = 0.0f;
- for (int i = 0; i < maxs && step > epsi; i++)
- {
- dist += step;
- float3 pos = wpos + wdir * dist;
- if (UnderFluid(pos) == false)
- {
- dist -= step;
- step *= 0.5f;
- }
- if (dist > maxd)
- {
- return maxd;
- }
- }
- return dist;
- }
- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F e)
- {
- float4 wpos = SGT_O2W(v.vertex);
- float2 columnPixel = mul(_FlowMatrix, float4(wpos.xyz, 1.0f)).xy;
- float2 columnCoord = SnapCoordFromPixel(round(columnPixel), _FlowCountXZ);
- Column column0 = GetColumn(columnCoord);
- Column columnL = GetColumn(columnCoord - _FlowCoordU000.xy);
- Column columnR = GetColumn(columnCoord + _FlowCoordU000.xy);
- Column columnB = GetColumn(columnCoord - _FlowCoord0V00.xy);
- Column columnT = GetColumn(columnCoord + _FlowCoord0V00.xy);
- Fluid fluid0 = GetColumnFluid(columnCoord);
- Fluid fluidL = GetColumnFluid(columnCoord - _FlowCoordU000.xy);
- Fluid fluidR = GetColumnFluid(columnCoord + _FlowCoordU000.xy);
- Fluid fluidB = GetColumnFluid(columnCoord - _FlowCoord0V00.xy);
- Fluid fluidT = GetColumnFluid(columnCoord + _FlowCoord0V00.xy);
- float ww = fluidL.Depth + fluidR.Depth + fluidB.Depth + fluidT.Depth + 0.001f;
- float wL = fluidL.Depth / ww;
- float wR = fluidR.Depth / ww;
- float wB = fluidB.Depth / ww;
- float wT = fluidT.Depth / ww;
- float w0 = saturate(fluid0.Depth * 10);
- float hL = columnL.GroundHeight + fluidL.Depth;
- float hR = columnR.GroundHeight + fluidR.Depth;
- float hB = columnB.GroundHeight + fluidB.Depth;
- float hT = columnT.GroundHeight + fluidT.Depth;
- float hh = hL * wL + hR * wR + hB * wB + hT * wT;
- float h0 = column0.GroundHeight + fluid0.Depth;
- hh = lerp(hh, h0 - _Sink, saturate(0.01f / ww)); // Prevent skirts going down too far
- Fluid fluid = fluid0;
- fluid.Depth = lerp(fluidL.Depth * wL + fluidR.Depth * wR + fluidB.Depth * wB + fluidT.Depth * wT, fluid.Depth, w0);
- fluid.RGBA = lerp(fluidL.RGBA * wL + fluidR.RGBA * wR + fluidB.RGBA * wB + fluidT.RGBA * wT, fluid.RGBA , w0);
- fluid.ESMV = lerp(fluidL.ESMV * wL + fluidR.ESMV * wR + fluidB.ESMV * wB + fluidT.ESMV * wT, fluid.ESMV , w0);
- fluid.F123 = lerp(fluidL.F123 * wL + fluidR.F123 * wR + fluidB.F123 * wB + fluidT.F123 * wT, fluid.F123 , w0);
- e.blackboard.groundHeight = column0.GroundHeight;
- e.blackboard.surfaceHeight = lerp(hh, h0, w0);
- e.blackboard.surfaceNormal = normalize(float3((hL - hR) / _FlowSeparationXZ.x, 2.0f, (hB - hT) / _FlowSeparationXZ.y));
- e.blackboard.fluid = fluid;
- }
- TEXTURE2D(_NoiseMap);
- SAMPLER(sampler_NoiseMap);
- TEXTURE2D(_NormalFoamMap);
- SAMPLER(sampler_NormalFoamMap);
- void Ext_ModifyVertex3 (inout VertexData v, inout ExtraV2F e)
- {
- v.vertex.y = lerp(e.blackboard.groundHeight, e.blackboard.surfaceHeight, v.texcoord0.w) - _FlowSimulationHeight;
- v.normal = lerp(e.blackboard.surfaceNormal, v.normal, v.texcoord0.z);
- v.vertexColor = e.blackboard.fluid.RGBA;
- e.extraV2F0.xyz = SGT_O2V(v.vertex).xyz;
- e.extraV2F0.w = e.blackboard.fluid.Depth;
- e.extraV2F1.xyz = e.blackboard.fluid.ESMV.xyz;
- e.extraV2F1.w = e.blackboard.fluid.F123.x;
- }
- float3 FlowUVW(float2 uv, float2 flowVector, float2 jump, float tiling, float time, float phaseOffset)
- {
- float progress = frac(time + phaseOffset);
- float3 uvw;
- uvw.xy = uv - flowVector * (progress - 0.5f);
- uvw.xy *= tiling;
- uvw.xy += phaseOffset;
- uvw.xy += (time - progress) * jump;
- uvw.z = 1 - abs(1 - 2 * progress);
- return uvw;
- }
- float3 CombineNormals(float3 n1, float3 n2)
- {
- return normalize(half3(n1.xy + n2.xy, n1.z*n2.z));
- }
- float3 UnpackNormalAndScale(float2 xy, float scale)
- {
- xy = xy * 2.0f - 1.0f; xy *= scale; return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
- }
- float4 SampleStochastic(float2 uv, float noise)
- {
- float cur_height = uv.y + noise;
- float this_index = floor(cur_height);
- float next_index = this_index + 1.0f;
- float2 uvA = uv + sin(float2(1.0f, 2.0f) * this_index);
- float2 uvB = uv + sin(float2(1.0f, 2.0f) * next_index);
- float2 gradX = ddx(uv);
- float2 gradY = ddy(uv);
- float4 sampleA = SAMPLE_TEXTURE2D_GRAD(_NormalFoamMap, sampler_NormalFoamMap, uvA, gradX, gradY);
- float4 sampleB = SAMPLE_TEXTURE2D_GRAD(_NormalFoamMap, sampler_NormalFoamMap, uvB, gradX, gradY);
- return lerp(sampleA, sampleB, cur_height - this_index);
- }
- void Ext_SurfaceFunction3 (inout Surface o, inout ShaderData d)
- {
- d.blackboard.fluid.RGBA = d.vertexColor;
- d.blackboard.fluid.Depth = d.extraV2F0.w;
- d.blackboard.fluid.ESMV.xyz = d.extraV2F1.xyz;
- d.blackboard.fluid.F123.x = d.extraV2F1.w;
- if (d.blackboard.fluid.Depth < 0.01f)
- {
- discard;
- }
- float2 uv = d.worldSpacePosition.xz;
- float2 columnPixel = mul(_FlowMatrix, float4(d.worldSpacePosition, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- Column column = GetColumn(columnCoord);
- float time = _Time.y * _AnimationSpeed;
- float2 jump = float2(0.13f, 0.17f);
- float2 fvec = (column.Outflow.yw - column.Outflow.xz) * _FlowSeparationXZ * _FlowSpeed;
- float fmag = log10(1.0f + length(fvec)) * 0.1f;
- float3 flowA = FlowUVW(uv, fvec / _AnimationSpeed, jump, _Tiling, time, 0.0f);
- float3 flowB = FlowUVW(uv, fvec / _AnimationSpeed, jump, _Tiling, time, 0.5f);
- #if _STOCHASTIC_ON
- float noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, uv * 0.0025f).a * 4.0f;
- float4 nfmA = SampleStochastic(flowA, noise);
- float4 nfmB = SampleStochastic(flowB, noise);
- #else
- float4 nfmA = SAMPLE_TEXTURE2D(_NormalFoamMap, sampler_NormalFoamMap, flowA.xy);
- float4 nfmB = SAMPLE_TEXTURE2D(_NormalFoamMap, sampler_NormalFoamMap, flowB.xy);
- #endif
- // Water normals
- float normalStr = lerp(_WaveStrengthMin, _WaveStrengthMax, saturate(_WaveStrengthScale * fmag));
- float3 waterNormalA = UnpackNormalAndScale(nfmA.xy, flowA.z * normalStr);
- float3 waterNormalB = UnpackNormalAndScale(nfmB.xy, flowB.z * normalStr);
- float3 waterNormals = CombineNormals(waterNormalA, waterNormalB);
- o.Normal = lerp(waterNormals, o.Normal, d.texcoord0.z);
- o.Albedo = d.blackboard.fluid.RGBA.xyz;
- o.Emission = d.blackboard.fluid.ESMV.x * _Emission * o.Albedo;
- #if _FOAM_OFF
- d.blackboard.foam = 0.0f;
- #else
- d.blackboard.foam = d.blackboard.fluid.F123.x * (1.0f - d.texcoord0.z);
- #if _FOAM_ALPHA
- float3 foamAlbedo = (nfmA.w * flowA.z + nfmB.w * flowB.z) * _FoamBrightness;
- #elif _FOAM_CUTOUT
- float3 foamAlbedo = _FoamBrightness;
- float foamRamp = nfmA.w * flowA.z + nfmB.w * flowB.z;
- d.blackboard.foam = saturate((d.blackboard.foam - foamRamp) * 10.0f);
- #endif
- float3 foamNormal = float3(0.0f, 0.0f, 1.0f);
- o.Albedo = lerp(o.Albedo, foamAlbedo, d.blackboard.foam);
- o.Normal = lerp(o.Normal, foamNormal, d.blackboard.foam);
- #endif
- o.Smoothness = d.blackboard.fluid.ESMV.y;
- o.Metallic = d.blackboard.fluid.ESMV.z;
- }
- void Ext_SurfaceFunction4 (inout Surface o, inout ShaderData d)
- {
- #if _FACETED_ON
- // lets just affect the TBN data, so we flat shade the original polygons, not the normal map
- float3 dx = ddx(d.worldSpacePosition);
- float3 dy = ddy(d.worldSpacePosition);
- float3 worldNormal = normalize(cross(dy, dx));
- worldNormal = lerp(d.worldSpaceNormal, worldNormal, _FlatShadingBlend);
- d.worldSpaceNormal = worldNormal;
- d.TBNMatrix[2] = worldNormal;
- #endif
- }
- void Ext_SurfaceFunction5 (inout Surface o, ShaderData d)
- {
- #if _ALPHA_OFF
- #else
- float3 position = d.worldSpacePosition;
- float3 step = d.worldSpacePosition - _WorldSpaceCameraPos;
- float2 bentScrUV = d.screenUV + o.Normal.xy * 0.05f * log(1.0f + d.blackboard.fluid.Depth * 1.0f);
- float distMax = max(_RangeMax * 0.001f, _RangeMax * (1.0f - d.blackboard.fluid.RGBA.w));
- float distRange = distMax;
- float vertDist = length(d.extraV2F0.xyz);
- float camtDist = GetLinearEyeDepth(bentScrUV) * length(d.extraV2F0.xyz / d.extraV2F0.z);
- if (camtDist < vertDist)
- {
- camtDist = GetLinearEyeDepth(d.screenUV) * length(d.extraV2F0.xyz / d.extraV2F0.z);
- }
- float diffDist = max(0.0f, camtDist - vertDist);
- // The depth buffer becomes unusable at certain ranges, so fade it out
- diffDist += max(0.0f, camtDist * _AlphaDepthScale - _RangeMax);
- distRange = min(distRange, diffDist);
- #if _ALPHA_VERTICAL
- float dist = d.blackboard.fluid.Depth;
- #elif _ALPHA_DEPTH
- float dist = diffDist;
- #elif _ALPHA_MARCH_FLUID
- float dist = RayMarchInside(position, normalize(step), _AlphaStep, _AlphaMaxSteps, distMax);
- #elif _ALPHA_MARCH_FLUID_AND_DEPTH
- float dist = RayMarchInside(position, normalize(step), _AlphaStep, _AlphaMaxSteps, distRange);
- #endif
- // Set opacity based on distance through fluid relative to the maximum distance, and make sure high opacity fluids become solid
- float opacity = saturate(dist / distMax + d.blackboard.foam + pow(d.blackboard.fluid.RGBA.w, 10.0f));
- o.Albedo = lerp(0.0f, o.Albedo, opacity);
- o.Emission = lerp(GetSceneColor(bentScrUV), o.Emission, opacity);
- //o.Emission += o.Albedo * d.blackboard.fluid.ESMV.x * opacity;
- #endif
- }
-
- void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
- {
- // Ext_SurfaceFunction0(l, d);
- // Ext_SurfaceFunction1(l, d);
- // Ext_SurfaceFunction2(l, d);
- Ext_SurfaceFunction3(l, d);
- Ext_SurfaceFunction4(l, d);
- Ext_SurfaceFunction5(l, d);
- // Ext_SurfaceFunction6(l, d);
- // Ext_SurfaceFunction7(l, d);
- // Ext_SurfaceFunction8(l, d);
- // Ext_SurfaceFunction9(l, d);
- // Ext_SurfaceFunction10(l, d);
- // Ext_SurfaceFunction11(l, d);
- // Ext_SurfaceFunction12(l, d);
- // Ext_SurfaceFunction13(l, d);
- // Ext_SurfaceFunction14(l, d);
- // Ext_SurfaceFunction15(l, d);
- // Ext_SurfaceFunction16(l, d);
- // Ext_SurfaceFunction17(l, d);
- // Ext_SurfaceFunction18(l, d);
- // Ext_SurfaceFunction19(l, d);
- // Ext_SurfaceFunction20(l, d);
- // Ext_SurfaceFunction21(l, d);
- // Ext_SurfaceFunction22(l, d);
- // Ext_SurfaceFunction23(l, d);
- // Ext_SurfaceFunction24(l, d);
- // Ext_SurfaceFunction25(l, d);
- // Ext_SurfaceFunction26(l, d);
- // Ext_SurfaceFunction27(l, d);
- // Ext_SurfaceFunction28(l, d);
- // Ext_SurfaceFunction29(l, d);
- }
- #if !_DECALSHADER
- void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
- {
- ExtraV2F d;
-
- ZERO_INITIALIZE(ExtraV2F, d);
- ZERO_INITIALIZE(Blackboard, d.blackboard);
- // due to motion vectors in HDRP, we need to use the last
- // time in certain spots. So if you are going to use _Time to adjust vertices,
- // you need to use this time or motion vectors will break.
- d.time = time;
- Ext_ModifyVertex0(v, d);
- // Ext_ModifyVertex1(v, d);
- // Ext_ModifyVertex2(v, d);
- Ext_ModifyVertex3(v, d);
- // Ext_ModifyVertex4(v, d);
- // Ext_ModifyVertex5(v, d);
- // Ext_ModifyVertex6(v, d);
- // Ext_ModifyVertex7(v, d);
- // Ext_ModifyVertex8(v, d);
- // Ext_ModifyVertex9(v, d);
- // Ext_ModifyVertex10(v, d);
- // Ext_ModifyVertex11(v, d);
- // Ext_ModifyVertex12(v, d);
- // Ext_ModifyVertex13(v, d);
- // Ext_ModifyVertex14(v, d);
- // Ext_ModifyVertex15(v, d);
- // Ext_ModifyVertex16(v, d);
- // Ext_ModifyVertex17(v, d);
- // Ext_ModifyVertex18(v, d);
- // Ext_ModifyVertex19(v, d);
- // Ext_ModifyVertex20(v, d);
- // Ext_ModifyVertex21(v, d);
- // Ext_ModifyVertex22(v, d);
- // Ext_ModifyVertex23(v, d);
- // Ext_ModifyVertex24(v, d);
- // Ext_ModifyVertex25(v, d);
- // Ext_ModifyVertex26(v, d);
- // Ext_ModifyVertex27(v, d);
- // Ext_ModifyVertex28(v, d);
- // Ext_ModifyVertex29(v, d);
- // #if %EXTRAV2F0REQUIREKEY%
- v2p.extraV2F0 = d.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- v2p.extraV2F1 = d.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // v2p.extraV2F2 = d.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // v2p.extraV2F3 = d.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // v2p.extraV2F4 = d.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // v2p.extraV2F5 = d.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // v2p.extraV2F6 = d.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // v2p.extraV2F7 = d.extraV2F7;
- // #endif
- }
- void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
- {
- ExtraV2F d;
- ZERO_INITIALIZE(ExtraV2F, d);
- ZERO_INITIALIZE(Blackboard, d.blackboard);
- // #if %EXTRAV2F0REQUIREKEY%
- d.extraV2F0 = v2p.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- d.extraV2F1 = v2p.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // d.extraV2F2 = v2p.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // d.extraV2F3 = v2p.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // d.extraV2F4 = v2p.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // d.extraV2F5 = v2p.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // d.extraV2F6 = v2p.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // d.extraV2F7 = v2p.extraV2F7;
- // #endif
- // Ext_ModifyTessellatedVertex0(v, d);
- // Ext_ModifyTessellatedVertex1(v, d);
- // Ext_ModifyTessellatedVertex2(v, d);
- // Ext_ModifyTessellatedVertex3(v, d);
- // Ext_ModifyTessellatedVertex4(v, d);
- // Ext_ModifyTessellatedVertex5(v, d);
- // Ext_ModifyTessellatedVertex6(v, d);
- // Ext_ModifyTessellatedVertex7(v, d);
- // Ext_ModifyTessellatedVertex8(v, d);
- // Ext_ModifyTessellatedVertex9(v, d);
- // Ext_ModifyTessellatedVertex10(v, d);
- // Ext_ModifyTessellatedVertex11(v, d);
- // Ext_ModifyTessellatedVertex12(v, d);
- // Ext_ModifyTessellatedVertex13(v, d);
- // Ext_ModifyTessellatedVertex14(v, d);
- // Ext_ModifyTessellatedVertex15(v, d);
- // Ext_ModifyTessellatedVertex16(v, d);
- // Ext_ModifyTessellatedVertex17(v, d);
- // Ext_ModifyTessellatedVertex18(v, d);
- // Ext_ModifyTessellatedVertex19(v, d);
- // Ext_ModifyTessellatedVertex20(v, d);
- // Ext_ModifyTessellatedVertex21(v, d);
- // Ext_ModifyTessellatedVertex22(v, d);
- // Ext_ModifyTessellatedVertex23(v, d);
- // Ext_ModifyTessellatedVertex24(v, d);
- // Ext_ModifyTessellatedVertex25(v, d);
- // Ext_ModifyTessellatedVertex26(v, d);
- // Ext_ModifyTessellatedVertex27(v, d);
- // Ext_ModifyTessellatedVertex28(v, d);
- // Ext_ModifyTessellatedVertex29(v, d);
- // #if %EXTRAV2F0REQUIREKEY%
- v2p.extraV2F0 = d.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- v2p.extraV2F1 = d.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // v2p.extraV2F2 = d.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // v2p.extraV2F3 = d.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // v2p.extraV2F4 = d.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // v2p.extraV2F5 = d.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // v2p.extraV2F6 = d.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // v2p.extraV2F7 = d.extraV2F7;
- // #endif
- }
- void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
- {
- // Ext_FinalColorForward0(l, d, color);
- // Ext_FinalColorForward1(l, d, color);
- // Ext_FinalColorForward2(l, d, color);
- // Ext_FinalColorForward3(l, d, color);
- // Ext_FinalColorForward4(l, d, color);
- // Ext_FinalColorForward5(l, d, color);
- // Ext_FinalColorForward6(l, d, color);
- // Ext_FinalColorForward7(l, d, color);
- // Ext_FinalColorForward8(l, d, color);
- // Ext_FinalColorForward9(l, d, color);
- // Ext_FinalColorForward10(l, d, color);
- // Ext_FinalColorForward11(l, d, color);
- // Ext_FinalColorForward12(l, d, color);
- // Ext_FinalColorForward13(l, d, color);
- // Ext_FinalColorForward14(l, d, color);
- // Ext_FinalColorForward15(l, d, color);
- // Ext_FinalColorForward16(l, d, color);
- // Ext_FinalColorForward17(l, d, color);
- // Ext_FinalColorForward18(l, d, color);
- // Ext_FinalColorForward19(l, d, color);
- // Ext_FinalColorForward20(l, d, color);
- // Ext_FinalColorForward21(l, d, color);
- // Ext_FinalColorForward22(l, d, color);
- // Ext_FinalColorForward23(l, d, color);
- // Ext_FinalColorForward24(l, d, color);
- // Ext_FinalColorForward25(l, d, color);
- // Ext_FinalColorForward26(l, d, color);
- // Ext_FinalColorForward27(l, d, color);
- // Ext_FinalColorForward28(l, d, color);
- // Ext_FinalColorForward29(l, d, color);
- }
- void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
- {
- // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- }
- #endif
-
- #if _DECALSHADER
- ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
- {
- ShaderData d = (ShaderData)0;
- d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
- d.worldSpaceNormal = IN.WorldSpaceNormal;
- d.worldSpaceTangent = IN.WorldSpaceTangent;
- d.worldSpacePosition = IN.WorldSpacePosition;
- d.texcoord0 = IN.uv0.xyxy;
- d.screenPos = IN.ScreenPosition;
- d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
- d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
- // these rarely get used, so we back transform them. Usually will be stripped.
- #if _HDRP
- // d.localSpacePosition = mul(unity_WorldToObject, float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
- #else
- // d.localSpacePosition = mul(unity_WorldToObject, float4(d.worldSpacePosition, 1)).xyz;
- #endif
- // d.localSpaceNormal = normalize(mul((float3x3)unity_WorldToObject, d.worldSpaceNormal));
- // d.localSpaceTangent = normalize(mul((float3x3)unity_WorldToObject, d.worldSpaceTangent.xyz));
- // #if %SCREENPOSREQUIREKEY%
- d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
- // #endif
- return d;
- }
- #else
- ShaderData CreateShaderData(VertexToPixel i
- #if NEED_FACING
- , bool facing
- #endif
- )
- {
- ShaderData d = (ShaderData)0;
- d.clipPos = i.pos;
- d.worldSpacePosition = i.worldPos;
- d.worldSpaceNormal = normalize(i.worldNormal);
- d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
- d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
- float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
-
- d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
- d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
- d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
- d.texcoord0 = i.texcoord0;
- // d.texcoord1 = i.texcoord1;
- // d.texcoord2 = i.texcoord2;
- // #if %TEXCOORD3REQUIREKEY%
- // d.texcoord3 = i.texcoord3;
- // #endif
- // d.isFrontFace = facing;
- // #if %VERTEXCOLORREQUIREKEY%
- d.vertexColor = i.vertexColor;
- // #endif
- // these rarely get used, so we back transform them. Usually will be stripped.
- #if _HDRP
- // d.localSpacePosition = mul(unity_WorldToObject, float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
- #else
- // d.localSpacePosition = mul(unity_WorldToObject, float4(i.worldPos, 1)).xyz;
- #endif
- // d.localSpaceNormal = normalize(mul((float3x3)unity_WorldToObject, i.worldNormal));
- // d.localSpaceTangent = normalize(mul((float3x3)unity_WorldToObject, i.worldTangent.xyz));
- // #if %SCREENPOSREQUIREKEY%
- d.screenPos = i.screenPos;
- d.screenUV = (i.screenPos.xy / i.screenPos.w);
- // #endif
- // #if %EXTRAV2F0REQUIREKEY%
- d.extraV2F0 = i.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- d.extraV2F1 = i.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // d.extraV2F2 = i.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // d.extraV2F3 = i.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // d.extraV2F4 = i.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // d.extraV2F5 = i.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // d.extraV2F6 = i.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // d.extraV2F7 = i.extraV2F7;
- // #endif
- return d;
- }
- #endif
-
- #if defined(_PASSSHADOW)
- float3 _LightDirection;
- float3 _LightPosition;
- #endif
- // vertex shader
- VertexToPixel Vert (VertexData v)
- {
-
- VertexToPixel o = (VertexToPixel)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if !_TESSELLATION_ON
- ChainModifyVertex(v, o, _Time);
- #endif
- o.texcoord0 = v.texcoord0;
- // o.texcoord1 = v.texcoord1;
- // o.texcoord2 = v.texcoord2;
- // #if %TEXCOORD3REQUIREKEY%
- // o.texcoord3 = v.texcoord3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- o.vertexColor = v.vertexColor;
- // #endif
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
- o.worldPos = TransformObjectToWorld(v.vertex.xyz);
- o.worldNormal = TransformObjectToWorldNormal(v.normal);
- o.worldTangent = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
- // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
- #if _PASSSHADOW
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- // Define shadow pass specific clip position for Universal
- o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
- #if UNITY_REVERSED_Z
- o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #elif _PASSMETA
- o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
- #else
- o.pos = TransformWorldToHClip(o.worldPos);
- #endif
- // #if %SCREENPOSREQUIREKEY%
- o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
- // #endif
- #if _PASSFORWARD || _PASSGBUFFER
- float2 uv1 = v.texcoord1.xy;
- OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
- // o.texcoord1.xy = uv1;
- OUTPUT_SH(o.worldNormal, o.sh);
- #if defined(DYNAMICLIGHTMAP_ON)
- o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #endif
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- half fogFactor = 0;
- #if defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(o.pos.z);
- #endif
- #if _BAKEDLIT
- o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
- #else
- half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- o.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- return o;
- }
-
- #if _UNLIT
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
- #endif
- // fragment shader
- half4 Frag (VertexToPixel IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- #if NEED_FACING
- , bool facing : SV_IsFrontFace
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- ShaderData d = CreateShaderData(IN
- #if NEED_FACING
- , facing
- #endif
- );
- Surface l = (Surface)0;
- #ifdef _DEPTHOFFSET_ON
- l.outputDepth = outputDepth;
- #endif
- l.Albedo = half3(0.5, 0.5, 0.5);
- l.Normal = float3(0,0,1);
- l.Occlusion = 1;
- l.Alpha = 1;
- ChainSurfaceFunction(l, d);
- #ifdef _DEPTHOFFSET_ON
- outputDepth = l.outputDepth;
- #endif
- #if _USESPECULAR || _SIMPLELIT
- float3 specular = l.Specular;
- float metallic = 1;
- #else
- float3 specular = 0;
- float metallic = l.Metallic;
- #endif
-
-
- InputData inputData = (InputData)0;
- inputData.positionWS = IN.worldPos;
- #if _WORLDSPACENORMAL
- inputData.normalWS = l.Normal;
- #else
- inputData.normalWS = normalize(TangentToWorldSpace(d, l.Normal));
- #endif
- inputData.viewDirectionWS = SafeNormalize(d.worldSpaceViewDir);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(IN.worldPos);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
-
- #if _BAKEDLIT
- inputData.fogCoord = IN.fogFactorAndVertexLight.x;
- inputData.vertexLighting = 0;
- #else
- inputData.fogCoord = InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x);
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #endif
- #if defined(_OVERRIDE_BAKEDGI)
- inputData.bakedGI = l.DiffuseGI;
- l.Emission += l.SpecularGI;
- #elif _BAKEDLIT
- inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS);
- #else
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS);
- #endif
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos);
- #if !_BAKEDLIT
- inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV);
-
- #if defined(_OVERRIDE_SHADOWMASK)
- float4 mulColor = saturate(dot(l.ShadowMask, _MainLightOcclusionProbes)); //unity_OcclusionMaskSelector));
- inputData.shadowMask = mulColor;
- #endif
- #else
- inputData.shadowMask = float4(1,1,1,1);
- #endif
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = IN.lightmapUV;
- #else
- inputData.vertexSH = IN.sh;
- #endif
- #endif
- #if _WORLDSPACENORMAL
- float3 normalTS = WorldToTangentSpace(d, l.Normal);
- #else
- float3 normalTS = l.Normal;
- #endif
- SurfaceData surface = (SurfaceData)0;
- surface.albedo = l.Albedo;
- surface.metallic = saturate(metallic);
- surface.specular = specular;
- surface.smoothness = saturate(l.Smoothness),
- surface.occlusion = l.Occlusion,
- surface.emission = l.Emission,
- surface.alpha = saturate(l.Alpha);
- surface.clearCoatMask = 0;
- surface.clearCoatSmoothness = 1;
- #ifdef _CLEARCOAT
- surface.clearCoatMask = saturate(l.CoatMask);
- surface.clearCoatSmoothness = saturate(l.CoatSmoothness);
- #endif
- #if !_UNLIT
- half4 color = half4(l.Albedo, l.Alpha);
- #ifdef _DBUFFER
- #if _BAKEDLIT
- half3 bakeColor = color.rgb;
- float3 bakeNormal = inputData.normalWS.xyz;
- ApplyDecalToBaseColorAndNormal(IN.pos, bakeColor, bakeNormal);
- color.rgb = bakeColor;
- inputData.normalWS.xyz = bakeNormal;
- #else
- ApplyDecalToSurfaceData(IN.pos, surface, inputData);
- #endif
- #endif
- #if _SIMPLELIT
- color = UniversalFragmentBlinnPhong(
- inputData,
- surface);
- #elif _BAKEDLIT
- color = UniversalFragmentBakedLit(inputData, color.rgb, color.a, normalTS);
- #else
- color = UniversalFragmentPBR(inputData, surface);
- #endif
- #if !DISABLEFOG
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- #endif
- #else // unlit
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(IN.pos, surface, inputData);
- #endif
- half4 color = UniversalFragmentUnlit(inputData, l.Albedo, l.Alpha);
- #if !DISABLEFOG
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- #endif
- #endif
- ChainFinalColorForward(l, d, color);
- return color;
- }
- ENDHLSL
- }
-
-
-
-
- Pass
- {
- Name "Meta"
- Tags
- {
- "LightMode" = "Meta"
- }
- Cull Off
-
- ZWrite On
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
-
- #define SHADERPASS SHADERPASS_META
- #define _PASSMETA 1
-
- #include "Flow.cginc"
- #pragma shader_feature_local _ _STOCHASTIC_ON
- #pragma shader_feature_local _FOAM_OFF _FOAM_ALPHA _FOAM_CUTOUT
- #pragma shader_feature_local _ _FACETED_ON
- #pragma shader_feature_local _ALPHA_OFF _ALPHA_VERTICAL _ALPHA_DEPTH _ALPHA_MARCH_FLUID _ALPHA_MARCH_FLUID_AND_DEPTH
- #pragma shader_feature_local DISABLEFOG
- #define _URP 1
- #define _ALPHABLEND_ON 1
- #define _ALPHABLEND_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _GRABPASSUSED 1
- #define REQUIRE_OPAQUE_TEXTURE
- #define REQUIRE_DEPTH_TEXTURE
- // Includes
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #undef WorldNormalVector
- #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
-
- #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
- #define _WorldSpaceLightPos0 _MainLightPosition
-
- #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
- #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
- #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
- #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
- #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
- #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
- #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
- #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
-
- #if defined(UNITY_COMPILER_HLSL)
- #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
- #else
- #define UNITY_INITIALIZE_OUTPUT(type,name)
- #endif
- #define sampler2D_float sampler2D
- #define sampler2D_half sampler2D
-
- // data across stages, stripped like the above.
- struct VertexToPixel
- {
- float4 pos : SV_POSITION;
- float3 worldPos : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float4 worldTangent : TEXCOORD2;
- float4 texcoord0 : TEXCOORD3;
- // float4 texcoord1 : TEXCOORD4;
- // float4 texcoord2 : TEXCOORD5;
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD6;
- // #endif
- // #if %SCREENPOSREQUIREKEY%
- float4 screenPos : TEXCOORD7;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- half4 vertexColor : COLOR;
- // #endif
- #if defined(LIGHTMAP_ON)
- float2 lightmapUV : TEXCOORD8;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD9;
- #endif
- #if !defined(LIGHTMAP_ON)
- float3 sh : TEXCOORD10;
- #endif
- #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
- float4 fogFactorAndVertexLight : TEXCOORD11;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD12;
- #endif
- // #if %EXTRAV2F0REQUIREKEY%
- float4 extraV2F0 : TEXCOORD13;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- float4 extraV2F1 : TEXCOORD14;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // float4 extraV2F2 : TEXCOORD15;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // float4 extraV2F3 : TEXCOORD16;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // float4 extraV2F4 : TEXCOORD17;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // float4 extraV2F5 : TEXCOORD18;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // float4 extraV2F6 : TEXCOORD19;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // float4 extraV2F7 : TEXCOORD20;
- // #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- uint instanceID : CUSTOM_INSTANCE_ID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
- #endif
- };
-
-
- // data describing the user output of a pixel
- struct Surface
- {
- half3 Albedo;
- half Height;
- half3 Normal;
- half Smoothness;
- half3 Emission;
- half Metallic;
- half3 Specular;
- half Occlusion;
- half SpecularPower; // for simple lighting
- half Alpha;
- float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
- // HDRP Only
- half SpecularOcclusion;
- half SubsurfaceMask;
- half Thickness;
- half CoatMask;
- half CoatSmoothness;
- half Anisotropy;
- half IridescenceMask;
- half IridescenceThickness;
- int DiffusionProfileHash;
- float SpecularAAThreshold;
- float SpecularAAScreenSpaceVariance;
- // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
- float3 DiffuseGI;
- float3 BackDiffuseGI;
- float3 SpecularGI;
- float ior;
- float3 transmittanceColor;
- float atDistance;
- float transmittanceMask;
- // requires _OVERRIDE_SHADOWMASK to be defines
- float4 ShadowMask;
- // for decals
- float NormalAlpha;
- float MAOSAlpha;
- };
- // Data the user declares in blackboard blocks
- struct Blackboard
- {
-
- float groundHeight;
- float surfaceHeight;
- float3 surfaceNormal;
- Fluid fluid;
- float foam;
- float blackboardDummyData;
- };
- // data the user might need, this will grow to be big. But easy to strip
- struct ShaderData
- {
- float4 clipPos; // SV_POSITION
- float3 localSpacePosition;
- float3 localSpaceNormal;
- float3 localSpaceTangent;
-
- float3 worldSpacePosition;
- float3 worldSpaceNormal;
- float3 worldSpaceTangent;
- float tangentSign;
- float3 worldSpaceViewDir;
- float3 tangentSpaceViewDir;
- float4 texcoord0;
- float4 texcoord1;
- float4 texcoord2;
- float4 texcoord3;
- float2 screenUV;
- float4 screenPos;
- float4 vertexColor;
- bool isFrontFace;
- float4 extraV2F0;
- float4 extraV2F1;
- float4 extraV2F2;
- float4 extraV2F3;
- float4 extraV2F4;
- float4 extraV2F5;
- float4 extraV2F6;
- float4 extraV2F7;
- float3x3 TBNMatrix;
- Blackboard blackboard;
- };
- struct VertexData
- {
- #if SHADER_TARGET > 30
- // uint vertexID : SV_VertexID;
- #endif
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord0 : TEXCOORD0;
- // optimize out mesh coords when not in use by user or lighting system
- #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
- float4 texcoord1 : TEXCOORD1;
- #endif
- #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
- float4 texcoord2 : TEXCOORD2;
- #endif
- #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
- float4 texcoord1 : TEXCOORD1;
- #endif
- #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
- float4 texcoord2 : TEXCOORD2;
- #endif
- #if _HDRP
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- #endif
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- float4 vertexColor : COLOR;
- // #endif
- #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
- float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
- #if defined (_ADD_PRECOMPUTED_VELOCITY)
- float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
- #endif
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessVertex
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- float4 vertexColor : COLOR;
- // #endif
- // #if %EXTRAV2F0REQUIREKEY%
- float4 extraV2F0 : TEXCOORD5;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- float4 extraV2F1 : TEXCOORD6;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // float4 extraV2F2 : TEXCOORD7;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // float4 extraV2F3 : TEXCOORD8;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // float4 extraV2F4 : TEXCOORD9;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // float4 extraV2F5 : TEXCOORD10;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // float4 extraV2F6 : TEXCOORD11;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // float4 extraV2F7 : TEXCOORD12;
- // #endif
- #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
- float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
- #if defined (_ADD_PRECOMPUTED_VELOCITY)
- float3 precomputedVelocity : TEXCOORD14;
- #endif
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- struct ExtraV2F
- {
- float4 extraV2F0;
- float4 extraV2F1;
- float4 extraV2F2;
- float4 extraV2F3;
- float4 extraV2F4;
- float4 extraV2F5;
- float4 extraV2F6;
- float4 extraV2F7;
- Blackboard blackboard;
- float4 time;
- };
- float3 WorldToTangentSpace(ShaderData d, float3 normal)
- {
- return mul(d.TBNMatrix, normal);
- }
- float3 TangentToWorldSpace(ShaderData d, float3 normal)
- {
- return mul(normal, d.TBNMatrix);
- }
- // in this case, make standard more like SRPs, because we can't fix
- // unity_WorldToObject in HDRP, since it already does macro-fu there
- #if _STANDARD
- float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
- float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
- float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
- float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
- float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
- float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
- #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
- #else
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
- #endif
- #undef GetWorldToObjectMatrix()
- #define GetWorldToObjectMatrix() unity_WorldToObject
- #endif
- float3 GetCameraWorldPosition()
- {
- #if _HDRP
- return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
- #else
- return _WorldSpaceCameraPos;
- #endif
- }
- #if _GRABPASSUSED
- #if _STANDARD
- TEXTURE2D(_Grab);
- SAMPLER(sampler__Grab);
- #endif
- half3 GetSceneColor(float2 uv)
- {
- #if _STANDARD
- return SAMPLE_TEXTURE2D(_Grab, sampler__Grab, uv).rgb;
- #else
- return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
- #endif
- }
- #endif
-
- #if _STANDARD
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
- float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
- float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
- #else
- float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
- float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
- float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
- #endif
- float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
- {
- float eye = GetLinearEyeDepth(uv);
- float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
- float dt = dot(worldSpaceViewDir, camView);
- float3 div = worldSpaceViewDir/dt;
- float3 wpos = (eye * div) + GetCameraWorldPosition();
- return wpos;
- }
- #if _HDRP
- float3 ObjectToWorldSpacePosition(float3 pos)
- {
- return GetAbsolutePositionWS(TransformObjectToWorld(pos));
- }
- #else
- float3 ObjectToWorldSpacePosition(float3 pos)
- {
- return TransformObjectToWorld(pos);
- }
- #endif
- #if _STANDARD
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
- float3 norms = DecodeViewNormalStereo(depthNorms);
- norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
- return norms;
- }
- #elif _HDRP && !_DECALSHADER
-
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- NormalData nd;
- DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
- return nd.normalWS;
- }
- #elif _URP
- #if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- #if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
- return SampleSceneNormals(uv);
- #else
- float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
- return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
- #endif
- }
- #endif
- #if _HDRP
- half3 UnpackNormalmapRGorAG(half4 packednormal)
- {
- // This do the trick
- packednormal.x *= packednormal.w;
- half3 normal;
- normal.xy = packednormal.xy * 2 - 1;
- normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
- return normal;
- }
- half3 UnpackNormal(half4 packednormal)
- {
- #if defined(UNITY_NO_DXT5nm)
- return packednormal.xyz * 2 - 1;
- #else
- return UnpackNormalmapRGorAG(packednormal);
- #endif
- }
- #endif
- #if _HDRP || _URP
- half3 UnpackScaleNormal(half4 packednormal, half scale)
- {
- #ifndef UNITY_NO_DXT5nm
- // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
- // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
- packednormal.x *= packednormal.w;
- #endif
- half3 normal;
- normal.xy = (packednormal.xy * 2 - 1) * scale;
- normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
- return normal;
- }
- #endif
- void GetSun(out float3 lightDir, out float3 color)
- {
- lightDir = float3(0.5, 0.5, 0);
- color = 1;
- #if _HDRP
- if (_DirectionalLightCount > 0)
- {
- DirectionalLightData light = _DirectionalLightDatas[0];
- lightDir = -light.forward.xyz;
- color = light.color;
- }
- #elif _STANDARD
- lightDir = normalize(_WorldSpaceLightPos0.xyz);
- color = _LightColor0.rgb;
- #elif _URP
- Light light = GetMainLight();
- lightDir = light.direction;
- color = light.color;
- #endif
- }
-
- CBUFFER_START(UnityPerMaterial)
-
- float _FlowDensity;
- float2 _FlowSeparationXZ;
- float _FlowSimulationHeight;
- float _FlowCameraHeight;
- float2 _FlowCountXZ;
- float4 _FlowCoordU000;
- float4 _FlowCoord0V00;
- float _FlowSpeed;
- float4x4 _FlowMatrix;
- float _Sink;
- float _Emission;
-
- float _WaveStrengthMin;
- float _WaveStrengthMax;
- float _WaveStrengthScale;
- float _Tiling;
- float _AnimationSpeed;
- float _FoamBrightness;
- half _FlatShadingBlend;
- float _RangeMax;
- float _AlphaStep;
- int _AlphaMaxSteps;
- float _AlphaDepthScale;
- CBUFFER_END
-
-
- #ifdef unity_WorldToObject
- #undef unity_WorldToObject
- #endif
- #ifdef unity_ObjectToWorld
- #undef unity_ObjectToWorld
- #endif
- #define unity_ObjectToWorld GetObjectToWorldMatrix()
- #define unity_WorldToObject GetWorldToObjectMatrix()
- TEXTURE2D(_FlowDataA);
- SAMPLER(sampler_FlowDataA);
- TEXTURE2D(_FlowDataB);
- SAMPLER(sampler_FlowDataB);
- TEXTURE2D(_FlowDataC);
- SAMPLER(sampler_FlowDataC);
- TEXTURE2D(_FlowDataD);
- SAMPLER(sampler_FlowDataD);
- TEXTURE2D(_FlowDataE);
- SAMPLER(sampler_FlowDataE);
- TEXTURE2D(_FlowDataF);
- SAMPLER(sampler_FlowDataF);
- float4 SGT_O2W(float4 v)
- {
- v = mul(GetObjectToWorldMatrix(), v);
- #if _HDRP
- v.xyz = GetAbsolutePositionWS(v.xyz);
- #endif
- return v;
- }
- float4 SGT_W2O(float4 v)
- {
- #if _HDRP
- v.xyz = GetCameraRelativePositionWS(v.xyz);
- #endif
- return mul(GetWorldToObjectMatrix(), v);
- }
- float4 SGT_O2V(float4 v)
- {
- #if _STANDARD
- return float4(UnityObjectToViewPos(v.xyz), 1.0f);
- #else
- return float4(TransformWorldToView(TransformObjectToWorld(v.xyz)), 1.0f);
- #endif
- }
- float GetFluidHeight(float2 uv)
- {
- float groundHeight = SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0).r;
- float fluidDepth = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0).r;
- return groundHeight + fluidDepth;
- }
- float2 GetHeightAndDepth(float2 uv)
- {
- float groundHeight = SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0).r;
- float fluidDepth = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0).r;
- return float2(groundHeight, fluidDepth);
- }
- Column GetColumn(float2 uv)
- {
- return DecodeColumn(SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0), SAMPLE_TEXTURE2D_LOD(_FlowDataB, sampler_FlowDataB, uv, 0));
- }
- Fluid GetColumnFluid(float2 uv)
- {
- float4 c = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0);
- float4 d = SAMPLE_TEXTURE2D_LOD(_FlowDataD, sampler_FlowDataD, uv, 0);
- float4 e = SAMPLE_TEXTURE2D_LOD(_FlowDataE, sampler_FlowDataE, uv, 0);
- float4 f = SAMPLE_TEXTURE2D_LOD(_FlowDataF, sampler_FlowDataF, uv, 0);
- return DecodeFluid(c, d, e, f);
- }
- bool InsideFluid(float3 wpos)
- {
- float2 columnPixel = mul(_FlowMatrix, float4(wpos, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- float2 columnHAD = GetHeightAndDepth(columnCoord);
- return min(columnCoord.x, columnCoord.y) >= 0.0 && max(columnCoord.x, columnCoord.y) <= 1.0f && wpos.y > columnHAD.x && wpos.y < (columnHAD.x + columnHAD.y);
- }
- bool UnderFluid(float3 wpos)
- {
- float2 columnPixel = mul(_FlowMatrix, float4(wpos, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- float2 columnHAD = GetHeightAndDepth(columnCoord);
- return min(columnCoord.x, columnCoord.y) >= 0.0 && max(columnCoord.x, columnCoord.y) <= 1.0f && wpos.y < (columnHAD.x + columnHAD.y);
- }
- float RayMarchInside(float3 wpos, float3 wdir, float step, int maxs, float maxd)
- {
- float epsi = step * 0.01f;
- float dist = 0.0f;
- for (int i = 0; i < maxs && step > epsi; i++)
- {
- dist += step;
- float3 pos = wpos + wdir * dist;
- if (InsideFluid(pos) == false)
- {
- dist -= step;
- step *= 0.5f;
- }
- if (dist > maxd)
- {
- return maxd;
- }
- }
- return dist;
- }
- float RayMarchUnder(float3 wpos, float3 wdir, float step, int maxs, float maxd)
- {
- float epsi = step * 0.01f;
- float dist = 0.0f;
- for (int i = 0; i < maxs && step > epsi; i++)
- {
- dist += step;
- float3 pos = wpos + wdir * dist;
- if (UnderFluid(pos) == false)
- {
- dist -= step;
- step *= 0.5f;
- }
- if (dist > maxd)
- {
- return maxd;
- }
- }
- return dist;
- }
- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F e)
- {
- float4 wpos = SGT_O2W(v.vertex);
- float2 columnPixel = mul(_FlowMatrix, float4(wpos.xyz, 1.0f)).xy;
- float2 columnCoord = SnapCoordFromPixel(round(columnPixel), _FlowCountXZ);
- Column column0 = GetColumn(columnCoord);
- Column columnL = GetColumn(columnCoord - _FlowCoordU000.xy);
- Column columnR = GetColumn(columnCoord + _FlowCoordU000.xy);
- Column columnB = GetColumn(columnCoord - _FlowCoord0V00.xy);
- Column columnT = GetColumn(columnCoord + _FlowCoord0V00.xy);
- Fluid fluid0 = GetColumnFluid(columnCoord);
- Fluid fluidL = GetColumnFluid(columnCoord - _FlowCoordU000.xy);
- Fluid fluidR = GetColumnFluid(columnCoord + _FlowCoordU000.xy);
- Fluid fluidB = GetColumnFluid(columnCoord - _FlowCoord0V00.xy);
- Fluid fluidT = GetColumnFluid(columnCoord + _FlowCoord0V00.xy);
- float ww = fluidL.Depth + fluidR.Depth + fluidB.Depth + fluidT.Depth + 0.001f;
- float wL = fluidL.Depth / ww;
- float wR = fluidR.Depth / ww;
- float wB = fluidB.Depth / ww;
- float wT = fluidT.Depth / ww;
- float w0 = saturate(fluid0.Depth * 10);
- float hL = columnL.GroundHeight + fluidL.Depth;
- float hR = columnR.GroundHeight + fluidR.Depth;
- float hB = columnB.GroundHeight + fluidB.Depth;
- float hT = columnT.GroundHeight + fluidT.Depth;
- float hh = hL * wL + hR * wR + hB * wB + hT * wT;
- float h0 = column0.GroundHeight + fluid0.Depth;
- hh = lerp(hh, h0 - _Sink, saturate(0.01f / ww)); // Prevent skirts going down too far
- Fluid fluid = fluid0;
- fluid.Depth = lerp(fluidL.Depth * wL + fluidR.Depth * wR + fluidB.Depth * wB + fluidT.Depth * wT, fluid.Depth, w0);
- fluid.RGBA = lerp(fluidL.RGBA * wL + fluidR.RGBA * wR + fluidB.RGBA * wB + fluidT.RGBA * wT, fluid.RGBA , w0);
- fluid.ESMV = lerp(fluidL.ESMV * wL + fluidR.ESMV * wR + fluidB.ESMV * wB + fluidT.ESMV * wT, fluid.ESMV , w0);
- fluid.F123 = lerp(fluidL.F123 * wL + fluidR.F123 * wR + fluidB.F123 * wB + fluidT.F123 * wT, fluid.F123 , w0);
- e.blackboard.groundHeight = column0.GroundHeight;
- e.blackboard.surfaceHeight = lerp(hh, h0, w0);
- e.blackboard.surfaceNormal = normalize(float3((hL - hR) / _FlowSeparationXZ.x, 2.0f, (hB - hT) / _FlowSeparationXZ.y));
- e.blackboard.fluid = fluid;
- }
- TEXTURE2D(_NoiseMap);
- SAMPLER(sampler_NoiseMap);
- TEXTURE2D(_NormalFoamMap);
- SAMPLER(sampler_NormalFoamMap);
- void Ext_ModifyVertex3 (inout VertexData v, inout ExtraV2F e)
- {
- v.vertex.y = lerp(e.blackboard.groundHeight, e.blackboard.surfaceHeight, v.texcoord0.w) - _FlowSimulationHeight;
- v.normal = lerp(e.blackboard.surfaceNormal, v.normal, v.texcoord0.z);
- v.vertexColor = e.blackboard.fluid.RGBA;
- e.extraV2F0.xyz = SGT_O2V(v.vertex).xyz;
- e.extraV2F0.w = e.blackboard.fluid.Depth;
- e.extraV2F1.xyz = e.blackboard.fluid.ESMV.xyz;
- e.extraV2F1.w = e.blackboard.fluid.F123.x;
- }
- float3 FlowUVW(float2 uv, float2 flowVector, float2 jump, float tiling, float time, float phaseOffset)
- {
- float progress = frac(time + phaseOffset);
- float3 uvw;
- uvw.xy = uv - flowVector * (progress - 0.5f);
- uvw.xy *= tiling;
- uvw.xy += phaseOffset;
- uvw.xy += (time - progress) * jump;
- uvw.z = 1 - abs(1 - 2 * progress);
- return uvw;
- }
- float3 CombineNormals(float3 n1, float3 n2)
- {
- return normalize(half3(n1.xy + n2.xy, n1.z*n2.z));
- }
- float3 UnpackNormalAndScale(float2 xy, float scale)
- {
- xy = xy * 2.0f - 1.0f; xy *= scale; return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
- }
- float4 SampleStochastic(float2 uv, float noise)
- {
- float cur_height = uv.y + noise;
- float this_index = floor(cur_height);
- float next_index = this_index + 1.0f;
- float2 uvA = uv + sin(float2(1.0f, 2.0f) * this_index);
- float2 uvB = uv + sin(float2(1.0f, 2.0f) * next_index);
- float2 gradX = ddx(uv);
- float2 gradY = ddy(uv);
- float4 sampleA = SAMPLE_TEXTURE2D_GRAD(_NormalFoamMap, sampler_NormalFoamMap, uvA, gradX, gradY);
- float4 sampleB = SAMPLE_TEXTURE2D_GRAD(_NormalFoamMap, sampler_NormalFoamMap, uvB, gradX, gradY);
- return lerp(sampleA, sampleB, cur_height - this_index);
- }
- void Ext_SurfaceFunction3 (inout Surface o, inout ShaderData d)
- {
- d.blackboard.fluid.RGBA = d.vertexColor;
- d.blackboard.fluid.Depth = d.extraV2F0.w;
- d.blackboard.fluid.ESMV.xyz = d.extraV2F1.xyz;
- d.blackboard.fluid.F123.x = d.extraV2F1.w;
- if (d.blackboard.fluid.Depth < 0.01f)
- {
- discard;
- }
- float2 uv = d.worldSpacePosition.xz;
- float2 columnPixel = mul(_FlowMatrix, float4(d.worldSpacePosition, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- Column column = GetColumn(columnCoord);
- float time = _Time.y * _AnimationSpeed;
- float2 jump = float2(0.13f, 0.17f);
- float2 fvec = (column.Outflow.yw - column.Outflow.xz) * _FlowSeparationXZ * _FlowSpeed;
- float fmag = log10(1.0f + length(fvec)) * 0.1f;
- float3 flowA = FlowUVW(uv, fvec / _AnimationSpeed, jump, _Tiling, time, 0.0f);
- float3 flowB = FlowUVW(uv, fvec / _AnimationSpeed, jump, _Tiling, time, 0.5f);
- #if _STOCHASTIC_ON
- float noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, uv * 0.0025f).a * 4.0f;
- float4 nfmA = SampleStochastic(flowA, noise);
- float4 nfmB = SampleStochastic(flowB, noise);
- #else
- float4 nfmA = SAMPLE_TEXTURE2D(_NormalFoamMap, sampler_NormalFoamMap, flowA.xy);
- float4 nfmB = SAMPLE_TEXTURE2D(_NormalFoamMap, sampler_NormalFoamMap, flowB.xy);
- #endif
- // Water normals
- float normalStr = lerp(_WaveStrengthMin, _WaveStrengthMax, saturate(_WaveStrengthScale * fmag));
- float3 waterNormalA = UnpackNormalAndScale(nfmA.xy, flowA.z * normalStr);
- float3 waterNormalB = UnpackNormalAndScale(nfmB.xy, flowB.z * normalStr);
- float3 waterNormals = CombineNormals(waterNormalA, waterNormalB);
- o.Normal = lerp(waterNormals, o.Normal, d.texcoord0.z);
- o.Albedo = d.blackboard.fluid.RGBA.xyz;
- o.Emission = d.blackboard.fluid.ESMV.x * _Emission * o.Albedo;
- #if _FOAM_OFF
- d.blackboard.foam = 0.0f;
- #else
- d.blackboard.foam = d.blackboard.fluid.F123.x * (1.0f - d.texcoord0.z);
- #if _FOAM_ALPHA
- float3 foamAlbedo = (nfmA.w * flowA.z + nfmB.w * flowB.z) * _FoamBrightness;
- #elif _FOAM_CUTOUT
- float3 foamAlbedo = _FoamBrightness;
- float foamRamp = nfmA.w * flowA.z + nfmB.w * flowB.z;
- d.blackboard.foam = saturate((d.blackboard.foam - foamRamp) * 10.0f);
- #endif
- float3 foamNormal = float3(0.0f, 0.0f, 1.0f);
- o.Albedo = lerp(o.Albedo, foamAlbedo, d.blackboard.foam);
- o.Normal = lerp(o.Normal, foamNormal, d.blackboard.foam);
- #endif
- o.Smoothness = d.blackboard.fluid.ESMV.y;
- o.Metallic = d.blackboard.fluid.ESMV.z;
- }
- void Ext_SurfaceFunction4 (inout Surface o, inout ShaderData d)
- {
- #if _FACETED_ON
- // lets just affect the TBN data, so we flat shade the original polygons, not the normal map
- float3 dx = ddx(d.worldSpacePosition);
- float3 dy = ddy(d.worldSpacePosition);
- float3 worldNormal = normalize(cross(dy, dx));
- worldNormal = lerp(d.worldSpaceNormal, worldNormal, _FlatShadingBlend);
- d.worldSpaceNormal = worldNormal;
- d.TBNMatrix[2] = worldNormal;
- #endif
- }
- void Ext_SurfaceFunction5 (inout Surface o, ShaderData d)
- {
- #if _ALPHA_OFF
- #else
- float3 position = d.worldSpacePosition;
- float3 step = d.worldSpacePosition - _WorldSpaceCameraPos;
- float2 bentScrUV = d.screenUV + o.Normal.xy * 0.05f * log(1.0f + d.blackboard.fluid.Depth * 1.0f);
- float distMax = max(_RangeMax * 0.001f, _RangeMax * (1.0f - d.blackboard.fluid.RGBA.w));
- float distRange = distMax;
- float vertDist = length(d.extraV2F0.xyz);
- float camtDist = GetLinearEyeDepth(bentScrUV) * length(d.extraV2F0.xyz / d.extraV2F0.z);
- if (camtDist < vertDist)
- {
- camtDist = GetLinearEyeDepth(d.screenUV) * length(d.extraV2F0.xyz / d.extraV2F0.z);
- }
- float diffDist = max(0.0f, camtDist - vertDist);
- // The depth buffer becomes unusable at certain ranges, so fade it out
- diffDist += max(0.0f, camtDist * _AlphaDepthScale - _RangeMax);
- distRange = min(distRange, diffDist);
- #if _ALPHA_VERTICAL
- float dist = d.blackboard.fluid.Depth;
- #elif _ALPHA_DEPTH
- float dist = diffDist;
- #elif _ALPHA_MARCH_FLUID
- float dist = RayMarchInside(position, normalize(step), _AlphaStep, _AlphaMaxSteps, distMax);
- #elif _ALPHA_MARCH_FLUID_AND_DEPTH
- float dist = RayMarchInside(position, normalize(step), _AlphaStep, _AlphaMaxSteps, distRange);
- #endif
- // Set opacity based on distance through fluid relative to the maximum distance, and make sure high opacity fluids become solid
- float opacity = saturate(dist / distMax + d.blackboard.foam + pow(d.blackboard.fluid.RGBA.w, 10.0f));
- o.Albedo = lerp(0.0f, o.Albedo, opacity);
- o.Emission = lerp(GetSceneColor(bentScrUV), o.Emission, opacity);
- //o.Emission += o.Albedo * d.blackboard.fluid.ESMV.x * opacity;
- #endif
- }
-
- void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
- {
- // Ext_SurfaceFunction0(l, d);
- // Ext_SurfaceFunction1(l, d);
- // Ext_SurfaceFunction2(l, d);
- Ext_SurfaceFunction3(l, d);
- Ext_SurfaceFunction4(l, d);
- Ext_SurfaceFunction5(l, d);
- // Ext_SurfaceFunction6(l, d);
- // Ext_SurfaceFunction7(l, d);
- // Ext_SurfaceFunction8(l, d);
- // Ext_SurfaceFunction9(l, d);
- // Ext_SurfaceFunction10(l, d);
- // Ext_SurfaceFunction11(l, d);
- // Ext_SurfaceFunction12(l, d);
- // Ext_SurfaceFunction13(l, d);
- // Ext_SurfaceFunction14(l, d);
- // Ext_SurfaceFunction15(l, d);
- // Ext_SurfaceFunction16(l, d);
- // Ext_SurfaceFunction17(l, d);
- // Ext_SurfaceFunction18(l, d);
- // Ext_SurfaceFunction19(l, d);
- // Ext_SurfaceFunction20(l, d);
- // Ext_SurfaceFunction21(l, d);
- // Ext_SurfaceFunction22(l, d);
- // Ext_SurfaceFunction23(l, d);
- // Ext_SurfaceFunction24(l, d);
- // Ext_SurfaceFunction25(l, d);
- // Ext_SurfaceFunction26(l, d);
- // Ext_SurfaceFunction27(l, d);
- // Ext_SurfaceFunction28(l, d);
- // Ext_SurfaceFunction29(l, d);
- }
- #if !_DECALSHADER
- void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
- {
- ExtraV2F d;
-
- ZERO_INITIALIZE(ExtraV2F, d);
- ZERO_INITIALIZE(Blackboard, d.blackboard);
- // due to motion vectors in HDRP, we need to use the last
- // time in certain spots. So if you are going to use _Time to adjust vertices,
- // you need to use this time or motion vectors will break.
- d.time = time;
- Ext_ModifyVertex0(v, d);
- // Ext_ModifyVertex1(v, d);
- // Ext_ModifyVertex2(v, d);
- Ext_ModifyVertex3(v, d);
- // Ext_ModifyVertex4(v, d);
- // Ext_ModifyVertex5(v, d);
- // Ext_ModifyVertex6(v, d);
- // Ext_ModifyVertex7(v, d);
- // Ext_ModifyVertex8(v, d);
- // Ext_ModifyVertex9(v, d);
- // Ext_ModifyVertex10(v, d);
- // Ext_ModifyVertex11(v, d);
- // Ext_ModifyVertex12(v, d);
- // Ext_ModifyVertex13(v, d);
- // Ext_ModifyVertex14(v, d);
- // Ext_ModifyVertex15(v, d);
- // Ext_ModifyVertex16(v, d);
- // Ext_ModifyVertex17(v, d);
- // Ext_ModifyVertex18(v, d);
- // Ext_ModifyVertex19(v, d);
- // Ext_ModifyVertex20(v, d);
- // Ext_ModifyVertex21(v, d);
- // Ext_ModifyVertex22(v, d);
- // Ext_ModifyVertex23(v, d);
- // Ext_ModifyVertex24(v, d);
- // Ext_ModifyVertex25(v, d);
- // Ext_ModifyVertex26(v, d);
- // Ext_ModifyVertex27(v, d);
- // Ext_ModifyVertex28(v, d);
- // Ext_ModifyVertex29(v, d);
- // #if %EXTRAV2F0REQUIREKEY%
- v2p.extraV2F0 = d.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- v2p.extraV2F1 = d.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // v2p.extraV2F2 = d.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // v2p.extraV2F3 = d.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // v2p.extraV2F4 = d.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // v2p.extraV2F5 = d.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // v2p.extraV2F6 = d.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // v2p.extraV2F7 = d.extraV2F7;
- // #endif
- }
- void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
- {
- ExtraV2F d;
- ZERO_INITIALIZE(ExtraV2F, d);
- ZERO_INITIALIZE(Blackboard, d.blackboard);
- // #if %EXTRAV2F0REQUIREKEY%
- d.extraV2F0 = v2p.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- d.extraV2F1 = v2p.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // d.extraV2F2 = v2p.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // d.extraV2F3 = v2p.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // d.extraV2F4 = v2p.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // d.extraV2F5 = v2p.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // d.extraV2F6 = v2p.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // d.extraV2F7 = v2p.extraV2F7;
- // #endif
- // Ext_ModifyTessellatedVertex0(v, d);
- // Ext_ModifyTessellatedVertex1(v, d);
- // Ext_ModifyTessellatedVertex2(v, d);
- // Ext_ModifyTessellatedVertex3(v, d);
- // Ext_ModifyTessellatedVertex4(v, d);
- // Ext_ModifyTessellatedVertex5(v, d);
- // Ext_ModifyTessellatedVertex6(v, d);
- // Ext_ModifyTessellatedVertex7(v, d);
- // Ext_ModifyTessellatedVertex8(v, d);
- // Ext_ModifyTessellatedVertex9(v, d);
- // Ext_ModifyTessellatedVertex10(v, d);
- // Ext_ModifyTessellatedVertex11(v, d);
- // Ext_ModifyTessellatedVertex12(v, d);
- // Ext_ModifyTessellatedVertex13(v, d);
- // Ext_ModifyTessellatedVertex14(v, d);
- // Ext_ModifyTessellatedVertex15(v, d);
- // Ext_ModifyTessellatedVertex16(v, d);
- // Ext_ModifyTessellatedVertex17(v, d);
- // Ext_ModifyTessellatedVertex18(v, d);
- // Ext_ModifyTessellatedVertex19(v, d);
- // Ext_ModifyTessellatedVertex20(v, d);
- // Ext_ModifyTessellatedVertex21(v, d);
- // Ext_ModifyTessellatedVertex22(v, d);
- // Ext_ModifyTessellatedVertex23(v, d);
- // Ext_ModifyTessellatedVertex24(v, d);
- // Ext_ModifyTessellatedVertex25(v, d);
- // Ext_ModifyTessellatedVertex26(v, d);
- // Ext_ModifyTessellatedVertex27(v, d);
- // Ext_ModifyTessellatedVertex28(v, d);
- // Ext_ModifyTessellatedVertex29(v, d);
- // #if %EXTRAV2F0REQUIREKEY%
- v2p.extraV2F0 = d.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- v2p.extraV2F1 = d.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // v2p.extraV2F2 = d.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // v2p.extraV2F3 = d.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // v2p.extraV2F4 = d.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // v2p.extraV2F5 = d.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // v2p.extraV2F6 = d.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // v2p.extraV2F7 = d.extraV2F7;
- // #endif
- }
- void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
- {
- // Ext_FinalColorForward0(l, d, color);
- // Ext_FinalColorForward1(l, d, color);
- // Ext_FinalColorForward2(l, d, color);
- // Ext_FinalColorForward3(l, d, color);
- // Ext_FinalColorForward4(l, d, color);
- // Ext_FinalColorForward5(l, d, color);
- // Ext_FinalColorForward6(l, d, color);
- // Ext_FinalColorForward7(l, d, color);
- // Ext_FinalColorForward8(l, d, color);
- // Ext_FinalColorForward9(l, d, color);
- // Ext_FinalColorForward10(l, d, color);
- // Ext_FinalColorForward11(l, d, color);
- // Ext_FinalColorForward12(l, d, color);
- // Ext_FinalColorForward13(l, d, color);
- // Ext_FinalColorForward14(l, d, color);
- // Ext_FinalColorForward15(l, d, color);
- // Ext_FinalColorForward16(l, d, color);
- // Ext_FinalColorForward17(l, d, color);
- // Ext_FinalColorForward18(l, d, color);
- // Ext_FinalColorForward19(l, d, color);
- // Ext_FinalColorForward20(l, d, color);
- // Ext_FinalColorForward21(l, d, color);
- // Ext_FinalColorForward22(l, d, color);
- // Ext_FinalColorForward23(l, d, color);
- // Ext_FinalColorForward24(l, d, color);
- // Ext_FinalColorForward25(l, d, color);
- // Ext_FinalColorForward26(l, d, color);
- // Ext_FinalColorForward27(l, d, color);
- // Ext_FinalColorForward28(l, d, color);
- // Ext_FinalColorForward29(l, d, color);
- }
- void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
- {
- // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- }
- #endif
-
- #if _DECALSHADER
- ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
- {
- ShaderData d = (ShaderData)0;
- d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
- d.worldSpaceNormal = IN.WorldSpaceNormal;
- d.worldSpaceTangent = IN.WorldSpaceTangent;
- d.worldSpacePosition = IN.WorldSpacePosition;
- d.texcoord0 = IN.uv0.xyxy;
- d.screenPos = IN.ScreenPosition;
- d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
- d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
- // these rarely get used, so we back transform them. Usually will be stripped.
- #if _HDRP
- // d.localSpacePosition = mul(unity_WorldToObject, float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
- #else
- // d.localSpacePosition = mul(unity_WorldToObject, float4(d.worldSpacePosition, 1)).xyz;
- #endif
- // d.localSpaceNormal = normalize(mul((float3x3)unity_WorldToObject, d.worldSpaceNormal));
- // d.localSpaceTangent = normalize(mul((float3x3)unity_WorldToObject, d.worldSpaceTangent.xyz));
- // #if %SCREENPOSREQUIREKEY%
- d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
- // #endif
- return d;
- }
- #else
- ShaderData CreateShaderData(VertexToPixel i
- #if NEED_FACING
- , bool facing
- #endif
- )
- {
- ShaderData d = (ShaderData)0;
- d.clipPos = i.pos;
- d.worldSpacePosition = i.worldPos;
- d.worldSpaceNormal = normalize(i.worldNormal);
- d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
- d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
- float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
-
- d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
- d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
- d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
- d.texcoord0 = i.texcoord0;
- // d.texcoord1 = i.texcoord1;
- // d.texcoord2 = i.texcoord2;
- // #if %TEXCOORD3REQUIREKEY%
- // d.texcoord3 = i.texcoord3;
- // #endif
- // d.isFrontFace = facing;
- // #if %VERTEXCOLORREQUIREKEY%
- d.vertexColor = i.vertexColor;
- // #endif
- // these rarely get used, so we back transform them. Usually will be stripped.
- #if _HDRP
- // d.localSpacePosition = mul(unity_WorldToObject, float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
- #else
- // d.localSpacePosition = mul(unity_WorldToObject, float4(i.worldPos, 1)).xyz;
- #endif
- // d.localSpaceNormal = normalize(mul((float3x3)unity_WorldToObject, i.worldNormal));
- // d.localSpaceTangent = normalize(mul((float3x3)unity_WorldToObject, i.worldTangent.xyz));
- // #if %SCREENPOSREQUIREKEY%
- d.screenPos = i.screenPos;
- d.screenUV = (i.screenPos.xy / i.screenPos.w);
- // #endif
- // #if %EXTRAV2F0REQUIREKEY%
- d.extraV2F0 = i.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- d.extraV2F1 = i.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // d.extraV2F2 = i.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // d.extraV2F3 = i.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // d.extraV2F4 = i.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // d.extraV2F5 = i.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // d.extraV2F6 = i.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // d.extraV2F7 = i.extraV2F7;
- // #endif
- return d;
- }
- #endif
-
- #if defined(_PASSSHADOW)
- float3 _LightDirection;
- float3 _LightPosition;
- #endif
- // vertex shader
- VertexToPixel Vert (VertexData v)
- {
-
- VertexToPixel o = (VertexToPixel)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if !_TESSELLATION_ON
- ChainModifyVertex(v, o, _Time);
- #endif
- o.texcoord0 = v.texcoord0;
- // o.texcoord1 = v.texcoord1;
- // o.texcoord2 = v.texcoord2;
- // #if %TEXCOORD3REQUIREKEY%
- // o.texcoord3 = v.texcoord3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- o.vertexColor = v.vertexColor;
- // #endif
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
- o.worldPos = TransformObjectToWorld(v.vertex.xyz);
- o.worldNormal = TransformObjectToWorldNormal(v.normal);
- o.worldTangent = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
- // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
- #if _PASSSHADOW
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- // Define shadow pass specific clip position for Universal
- o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
- #if UNITY_REVERSED_Z
- o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #elif _PASSMETA
- o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
- #else
- o.pos = TransformWorldToHClip(o.worldPos);
- #endif
- // #if %SCREENPOSREQUIREKEY%
- o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
- // #endif
- #if _PASSFORWARD || _PASSGBUFFER
- float2 uv1 = v.texcoord1.xy;
- OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
- // o.texcoord1.xy = uv1;
- OUTPUT_SH(o.worldNormal, o.sh);
- #if defined(DYNAMICLIGHTMAP_ON)
- o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #endif
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- half fogFactor = 0;
- #if defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(o.pos.z);
- #endif
- #if _BAKEDLIT
- o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
- #else
- half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- o.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- return o;
- }
-
- // fragment shader
- half4 Frag (VertexToPixel IN
- #if NEED_FACING
- , bool facing : SV_IsFrontFace
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- ShaderData d = CreateShaderData(IN
- #if NEED_FACING
- , facing
- #endif
- );
- Surface l = (Surface)0;
- l.Albedo = half3(0.5, 0.5, 0.5);
- l.Normal = float3(0,0,1);
- l.Occlusion = 1;
- l.Alpha = 1;
- ChainSurfaceFunction(l, d);
- MetaInput metaInput = (MetaInput)0;
- metaInput.Albedo = l.Albedo;
- metaInput.Emission = l.Emission;
- return MetaFragment(metaInput);
- }
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthNormals"
- Tags
- {
- "LightMode" = "DepthNormals"
- }
-
- // Render State
- Cull Back
- ZTest LEqual
- ZWrite On
- ZWrite On
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
- #define _PASSDEPTH 1
- #define _PASSDEPTHNORMALS 1
-
- #include "Flow.cginc"
- #pragma shader_feature_local _ _STOCHASTIC_ON
- #pragma shader_feature_local _FOAM_OFF _FOAM_ALPHA _FOAM_CUTOUT
- #pragma shader_feature_local _ _FACETED_ON
- #pragma shader_feature_local _ALPHA_OFF _ALPHA_VERTICAL _ALPHA_DEPTH _ALPHA_MARCH_FLUID _ALPHA_MARCH_FLUID_AND_DEPTH
- #pragma shader_feature_local DISABLEFOG
- #define _URP 1
- #define _ALPHABLEND_ON 1
- #define _ALPHABLEND_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _GRABPASSUSED 1
- #define REQUIRE_OPAQUE_TEXTURE
- #define REQUIRE_DEPTH_TEXTURE
- // this has to be here or specular color will be ignored. Not in SG code
- #if _SIMPLELIT
- #define _SPECULAR_COLOR
- #endif
- // Includes
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
-
-
- #undef WorldNormalVector
- #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
-
- #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
- #define _WorldSpaceLightPos0 _MainLightPosition
-
- #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
- #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
- #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
- #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
- #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
- #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
- #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
- #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
-
- #if defined(UNITY_COMPILER_HLSL)
- #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
- #else
- #define UNITY_INITIALIZE_OUTPUT(type,name)
- #endif
- #define sampler2D_float sampler2D
- #define sampler2D_half sampler2D
-
- // data across stages, stripped like the above.
- struct VertexToPixel
- {
- float4 pos : SV_POSITION;
- float3 worldPos : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float4 worldTangent : TEXCOORD2;
- float4 texcoord0 : TEXCOORD3;
- // float4 texcoord1 : TEXCOORD4;
- // float4 texcoord2 : TEXCOORD5;
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD6;
- // #endif
- // #if %SCREENPOSREQUIREKEY%
- float4 screenPos : TEXCOORD7;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- half4 vertexColor : COLOR;
- // #endif
- #if defined(LIGHTMAP_ON)
- float2 lightmapUV : TEXCOORD8;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD9;
- #endif
- #if !defined(LIGHTMAP_ON)
- float3 sh : TEXCOORD10;
- #endif
- #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
- float4 fogFactorAndVertexLight : TEXCOORD11;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD12;
- #endif
- // #if %EXTRAV2F0REQUIREKEY%
- float4 extraV2F0 : TEXCOORD13;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- float4 extraV2F1 : TEXCOORD14;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // float4 extraV2F2 : TEXCOORD15;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // float4 extraV2F3 : TEXCOORD16;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // float4 extraV2F4 : TEXCOORD17;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // float4 extraV2F5 : TEXCOORD18;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // float4 extraV2F6 : TEXCOORD19;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // float4 extraV2F7 : TEXCOORD20;
- // #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- uint instanceID : CUSTOM_INSTANCE_ID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
- #endif
- };
-
-
- // data describing the user output of a pixel
- struct Surface
- {
- half3 Albedo;
- half Height;
- half3 Normal;
- half Smoothness;
- half3 Emission;
- half Metallic;
- half3 Specular;
- half Occlusion;
- half SpecularPower; // for simple lighting
- half Alpha;
- float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
- // HDRP Only
- half SpecularOcclusion;
- half SubsurfaceMask;
- half Thickness;
- half CoatMask;
- half CoatSmoothness;
- half Anisotropy;
- half IridescenceMask;
- half IridescenceThickness;
- int DiffusionProfileHash;
- float SpecularAAThreshold;
- float SpecularAAScreenSpaceVariance;
- // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
- float3 DiffuseGI;
- float3 BackDiffuseGI;
- float3 SpecularGI;
- float ior;
- float3 transmittanceColor;
- float atDistance;
- float transmittanceMask;
- // requires _OVERRIDE_SHADOWMASK to be defines
- float4 ShadowMask;
- // for decals
- float NormalAlpha;
- float MAOSAlpha;
- };
- // Data the user declares in blackboard blocks
- struct Blackboard
- {
-
- float groundHeight;
- float surfaceHeight;
- float3 surfaceNormal;
- Fluid fluid;
- float foam;
- float blackboardDummyData;
- };
- // data the user might need, this will grow to be big. But easy to strip
- struct ShaderData
- {
- float4 clipPos; // SV_POSITION
- float3 localSpacePosition;
- float3 localSpaceNormal;
- float3 localSpaceTangent;
-
- float3 worldSpacePosition;
- float3 worldSpaceNormal;
- float3 worldSpaceTangent;
- float tangentSign;
- float3 worldSpaceViewDir;
- float3 tangentSpaceViewDir;
- float4 texcoord0;
- float4 texcoord1;
- float4 texcoord2;
- float4 texcoord3;
- float2 screenUV;
- float4 screenPos;
- float4 vertexColor;
- bool isFrontFace;
- float4 extraV2F0;
- float4 extraV2F1;
- float4 extraV2F2;
- float4 extraV2F3;
- float4 extraV2F4;
- float4 extraV2F5;
- float4 extraV2F6;
- float4 extraV2F7;
- float3x3 TBNMatrix;
- Blackboard blackboard;
- };
- struct VertexData
- {
- #if SHADER_TARGET > 30
- // uint vertexID : SV_VertexID;
- #endif
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord0 : TEXCOORD0;
- // optimize out mesh coords when not in use by user or lighting system
- #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
- float4 texcoord1 : TEXCOORD1;
- #endif
- #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
- float4 texcoord2 : TEXCOORD2;
- #endif
- #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
- float4 texcoord1 : TEXCOORD1;
- #endif
- #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
- float4 texcoord2 : TEXCOORD2;
- #endif
- #if _HDRP
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- #endif
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- float4 vertexColor : COLOR;
- // #endif
- #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
- float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
- #if defined (_ADD_PRECOMPUTED_VELOCITY)
- float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
- #endif
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessVertex
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- // #if %TEXCOORD3REQUIREKEY%
- // float4 texcoord3 : TEXCOORD3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- float4 vertexColor : COLOR;
- // #endif
- // #if %EXTRAV2F0REQUIREKEY%
- float4 extraV2F0 : TEXCOORD5;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- float4 extraV2F1 : TEXCOORD6;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // float4 extraV2F2 : TEXCOORD7;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // float4 extraV2F3 : TEXCOORD8;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // float4 extraV2F4 : TEXCOORD9;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // float4 extraV2F5 : TEXCOORD10;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // float4 extraV2F6 : TEXCOORD11;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // float4 extraV2F7 : TEXCOORD12;
- // #endif
- #if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
- float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
- #if defined (_ADD_PRECOMPUTED_VELOCITY)
- float3 precomputedVelocity : TEXCOORD14;
- #endif
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- struct ExtraV2F
- {
- float4 extraV2F0;
- float4 extraV2F1;
- float4 extraV2F2;
- float4 extraV2F3;
- float4 extraV2F4;
- float4 extraV2F5;
- float4 extraV2F6;
- float4 extraV2F7;
- Blackboard blackboard;
- float4 time;
- };
- float3 WorldToTangentSpace(ShaderData d, float3 normal)
- {
- return mul(d.TBNMatrix, normal);
- }
- float3 TangentToWorldSpace(ShaderData d, float3 normal)
- {
- return mul(normal, d.TBNMatrix);
- }
- // in this case, make standard more like SRPs, because we can't fix
- // unity_WorldToObject in HDRP, since it already does macro-fu there
- #if _STANDARD
- float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
- float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
- float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
- float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
- float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
- float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
- #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
- #else
- #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
- #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
- #endif
- #undef GetWorldToObjectMatrix()
- #define GetWorldToObjectMatrix() unity_WorldToObject
- #endif
- float3 GetCameraWorldPosition()
- {
- #if _HDRP
- return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
- #else
- return _WorldSpaceCameraPos;
- #endif
- }
- #if _GRABPASSUSED
- #if _STANDARD
- TEXTURE2D(_Grab);
- SAMPLER(sampler__Grab);
- #endif
- half3 GetSceneColor(float2 uv)
- {
- #if _STANDARD
- return SAMPLE_TEXTURE2D(_Grab, sampler__Grab, uv).rgb;
- #else
- return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
- #endif
- }
- #endif
-
- #if _STANDARD
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
- float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
- float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
- #else
- float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
- float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
- float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
- #endif
- float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
- {
- float eye = GetLinearEyeDepth(uv);
- float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
- float dt = dot(worldSpaceViewDir, camView);
- float3 div = worldSpaceViewDir/dt;
- float3 wpos = (eye * div) + GetCameraWorldPosition();
- return wpos;
- }
- #if _HDRP
- float3 ObjectToWorldSpacePosition(float3 pos)
- {
- return GetAbsolutePositionWS(TransformObjectToWorld(pos));
- }
- #else
- float3 ObjectToWorldSpacePosition(float3 pos)
- {
- return TransformObjectToWorld(pos);
- }
- #endif
- #if _STANDARD
- UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
- float3 norms = DecodeViewNormalStereo(depthNorms);
- norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
- return norms;
- }
- #elif _HDRP && !_DECALSHADER
-
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- NormalData nd;
- DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
- return nd.normalWS;
- }
- #elif _URP
- #if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
- {
- #if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
- return SampleSceneNormals(uv);
- #else
- float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
- return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
- #endif
- }
- #endif
- #if _HDRP
- half3 UnpackNormalmapRGorAG(half4 packednormal)
- {
- // This do the trick
- packednormal.x *= packednormal.w;
- half3 normal;
- normal.xy = packednormal.xy * 2 - 1;
- normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
- return normal;
- }
- half3 UnpackNormal(half4 packednormal)
- {
- #if defined(UNITY_NO_DXT5nm)
- return packednormal.xyz * 2 - 1;
- #else
- return UnpackNormalmapRGorAG(packednormal);
- #endif
- }
- #endif
- #if _HDRP || _URP
- half3 UnpackScaleNormal(half4 packednormal, half scale)
- {
- #ifndef UNITY_NO_DXT5nm
- // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
- // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
- packednormal.x *= packednormal.w;
- #endif
- half3 normal;
- normal.xy = (packednormal.xy * 2 - 1) * scale;
- normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
- return normal;
- }
- #endif
- void GetSun(out float3 lightDir, out float3 color)
- {
- lightDir = float3(0.5, 0.5, 0);
- color = 1;
- #if _HDRP
- if (_DirectionalLightCount > 0)
- {
- DirectionalLightData light = _DirectionalLightDatas[0];
- lightDir = -light.forward.xyz;
- color = light.color;
- }
- #elif _STANDARD
- lightDir = normalize(_WorldSpaceLightPos0.xyz);
- color = _LightColor0.rgb;
- #elif _URP
- Light light = GetMainLight();
- lightDir = light.direction;
- color = light.color;
- #endif
- }
-
- CBUFFER_START(UnityPerMaterial)
-
- float _FlowDensity;
- float2 _FlowSeparationXZ;
- float _FlowSimulationHeight;
- float _FlowCameraHeight;
- float2 _FlowCountXZ;
- float4 _FlowCoordU000;
- float4 _FlowCoord0V00;
- float _FlowSpeed;
- float4x4 _FlowMatrix;
- float _Sink;
- float _Emission;
-
- float _WaveStrengthMin;
- float _WaveStrengthMax;
- float _WaveStrengthScale;
- float _Tiling;
- float _AnimationSpeed;
- float _FoamBrightness;
- half _FlatShadingBlend;
- float _RangeMax;
- float _AlphaStep;
- int _AlphaMaxSteps;
- float _AlphaDepthScale;
- CBUFFER_END
-
-
- #ifdef unity_WorldToObject
- #undef unity_WorldToObject
- #endif
- #ifdef unity_ObjectToWorld
- #undef unity_ObjectToWorld
- #endif
- #define unity_ObjectToWorld GetObjectToWorldMatrix()
- #define unity_WorldToObject GetWorldToObjectMatrix()
- TEXTURE2D(_FlowDataA);
- SAMPLER(sampler_FlowDataA);
- TEXTURE2D(_FlowDataB);
- SAMPLER(sampler_FlowDataB);
- TEXTURE2D(_FlowDataC);
- SAMPLER(sampler_FlowDataC);
- TEXTURE2D(_FlowDataD);
- SAMPLER(sampler_FlowDataD);
- TEXTURE2D(_FlowDataE);
- SAMPLER(sampler_FlowDataE);
- TEXTURE2D(_FlowDataF);
- SAMPLER(sampler_FlowDataF);
- float4 SGT_O2W(float4 v)
- {
- v = mul(GetObjectToWorldMatrix(), v);
- #if _HDRP
- v.xyz = GetAbsolutePositionWS(v.xyz);
- #endif
- return v;
- }
- float4 SGT_W2O(float4 v)
- {
- #if _HDRP
- v.xyz = GetCameraRelativePositionWS(v.xyz);
- #endif
- return mul(GetWorldToObjectMatrix(), v);
- }
- float4 SGT_O2V(float4 v)
- {
- #if _STANDARD
- return float4(UnityObjectToViewPos(v.xyz), 1.0f);
- #else
- return float4(TransformWorldToView(TransformObjectToWorld(v.xyz)), 1.0f);
- #endif
- }
- float GetFluidHeight(float2 uv)
- {
- float groundHeight = SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0).r;
- float fluidDepth = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0).r;
- return groundHeight + fluidDepth;
- }
- float2 GetHeightAndDepth(float2 uv)
- {
- float groundHeight = SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0).r;
- float fluidDepth = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0).r;
- return float2(groundHeight, fluidDepth);
- }
- Column GetColumn(float2 uv)
- {
- return DecodeColumn(SAMPLE_TEXTURE2D_LOD(_FlowDataA, sampler_FlowDataA, uv, 0), SAMPLE_TEXTURE2D_LOD(_FlowDataB, sampler_FlowDataB, uv, 0));
- }
- Fluid GetColumnFluid(float2 uv)
- {
- float4 c = SAMPLE_TEXTURE2D_LOD(_FlowDataC, sampler_FlowDataC, uv, 0);
- float4 d = SAMPLE_TEXTURE2D_LOD(_FlowDataD, sampler_FlowDataD, uv, 0);
- float4 e = SAMPLE_TEXTURE2D_LOD(_FlowDataE, sampler_FlowDataE, uv, 0);
- float4 f = SAMPLE_TEXTURE2D_LOD(_FlowDataF, sampler_FlowDataF, uv, 0);
- return DecodeFluid(c, d, e, f);
- }
- bool InsideFluid(float3 wpos)
- {
- float2 columnPixel = mul(_FlowMatrix, float4(wpos, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- float2 columnHAD = GetHeightAndDepth(columnCoord);
- return min(columnCoord.x, columnCoord.y) >= 0.0 && max(columnCoord.x, columnCoord.y) <= 1.0f && wpos.y > columnHAD.x && wpos.y < (columnHAD.x + columnHAD.y);
- }
- bool UnderFluid(float3 wpos)
- {
- float2 columnPixel = mul(_FlowMatrix, float4(wpos, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- float2 columnHAD = GetHeightAndDepth(columnCoord);
- return min(columnCoord.x, columnCoord.y) >= 0.0 && max(columnCoord.x, columnCoord.y) <= 1.0f && wpos.y < (columnHAD.x + columnHAD.y);
- }
- float RayMarchInside(float3 wpos, float3 wdir, float step, int maxs, float maxd)
- {
- float epsi = step * 0.01f;
- float dist = 0.0f;
- for (int i = 0; i < maxs && step > epsi; i++)
- {
- dist += step;
- float3 pos = wpos + wdir * dist;
- if (InsideFluid(pos) == false)
- {
- dist -= step;
- step *= 0.5f;
- }
- if (dist > maxd)
- {
- return maxd;
- }
- }
- return dist;
- }
- float RayMarchUnder(float3 wpos, float3 wdir, float step, int maxs, float maxd)
- {
- float epsi = step * 0.01f;
- float dist = 0.0f;
- for (int i = 0; i < maxs && step > epsi; i++)
- {
- dist += step;
- float3 pos = wpos + wdir * dist;
- if (UnderFluid(pos) == false)
- {
- dist -= step;
- step *= 0.5f;
- }
- if (dist > maxd)
- {
- return maxd;
- }
- }
- return dist;
- }
- void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F e)
- {
- float4 wpos = SGT_O2W(v.vertex);
- float2 columnPixel = mul(_FlowMatrix, float4(wpos.xyz, 1.0f)).xy;
- float2 columnCoord = SnapCoordFromPixel(round(columnPixel), _FlowCountXZ);
- Column column0 = GetColumn(columnCoord);
- Column columnL = GetColumn(columnCoord - _FlowCoordU000.xy);
- Column columnR = GetColumn(columnCoord + _FlowCoordU000.xy);
- Column columnB = GetColumn(columnCoord - _FlowCoord0V00.xy);
- Column columnT = GetColumn(columnCoord + _FlowCoord0V00.xy);
- Fluid fluid0 = GetColumnFluid(columnCoord);
- Fluid fluidL = GetColumnFluid(columnCoord - _FlowCoordU000.xy);
- Fluid fluidR = GetColumnFluid(columnCoord + _FlowCoordU000.xy);
- Fluid fluidB = GetColumnFluid(columnCoord - _FlowCoord0V00.xy);
- Fluid fluidT = GetColumnFluid(columnCoord + _FlowCoord0V00.xy);
- float ww = fluidL.Depth + fluidR.Depth + fluidB.Depth + fluidT.Depth + 0.001f;
- float wL = fluidL.Depth / ww;
- float wR = fluidR.Depth / ww;
- float wB = fluidB.Depth / ww;
- float wT = fluidT.Depth / ww;
- float w0 = saturate(fluid0.Depth * 10);
- float hL = columnL.GroundHeight + fluidL.Depth;
- float hR = columnR.GroundHeight + fluidR.Depth;
- float hB = columnB.GroundHeight + fluidB.Depth;
- float hT = columnT.GroundHeight + fluidT.Depth;
- float hh = hL * wL + hR * wR + hB * wB + hT * wT;
- float h0 = column0.GroundHeight + fluid0.Depth;
- hh = lerp(hh, h0 - _Sink, saturate(0.01f / ww)); // Prevent skirts going down too far
- Fluid fluid = fluid0;
- fluid.Depth = lerp(fluidL.Depth * wL + fluidR.Depth * wR + fluidB.Depth * wB + fluidT.Depth * wT, fluid.Depth, w0);
- fluid.RGBA = lerp(fluidL.RGBA * wL + fluidR.RGBA * wR + fluidB.RGBA * wB + fluidT.RGBA * wT, fluid.RGBA , w0);
- fluid.ESMV = lerp(fluidL.ESMV * wL + fluidR.ESMV * wR + fluidB.ESMV * wB + fluidT.ESMV * wT, fluid.ESMV , w0);
- fluid.F123 = lerp(fluidL.F123 * wL + fluidR.F123 * wR + fluidB.F123 * wB + fluidT.F123 * wT, fluid.F123 , w0);
- e.blackboard.groundHeight = column0.GroundHeight;
- e.blackboard.surfaceHeight = lerp(hh, h0, w0);
- e.blackboard.surfaceNormal = normalize(float3((hL - hR) / _FlowSeparationXZ.x, 2.0f, (hB - hT) / _FlowSeparationXZ.y));
- e.blackboard.fluid = fluid;
- }
- TEXTURE2D(_NoiseMap);
- SAMPLER(sampler_NoiseMap);
- TEXTURE2D(_NormalFoamMap);
- SAMPLER(sampler_NormalFoamMap);
- void Ext_ModifyVertex3 (inout VertexData v, inout ExtraV2F e)
- {
- v.vertex.y = lerp(e.blackboard.groundHeight, e.blackboard.surfaceHeight, v.texcoord0.w) - _FlowSimulationHeight;
- v.normal = lerp(e.blackboard.surfaceNormal, v.normal, v.texcoord0.z);
- v.vertexColor = e.blackboard.fluid.RGBA;
- e.extraV2F0.xyz = SGT_O2V(v.vertex).xyz;
- e.extraV2F0.w = e.blackboard.fluid.Depth;
- e.extraV2F1.xyz = e.blackboard.fluid.ESMV.xyz;
- e.extraV2F1.w = e.blackboard.fluid.F123.x;
- }
- float3 FlowUVW(float2 uv, float2 flowVector, float2 jump, float tiling, float time, float phaseOffset)
- {
- float progress = frac(time + phaseOffset);
- float3 uvw;
- uvw.xy = uv - flowVector * (progress - 0.5f);
- uvw.xy *= tiling;
- uvw.xy += phaseOffset;
- uvw.xy += (time - progress) * jump;
- uvw.z = 1 - abs(1 - 2 * progress);
- return uvw;
- }
- float3 CombineNormals(float3 n1, float3 n2)
- {
- return normalize(half3(n1.xy + n2.xy, n1.z*n2.z));
- }
- float3 UnpackNormalAndScale(float2 xy, float scale)
- {
- xy = xy * 2.0f - 1.0f; xy *= scale; return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
- }
- float4 SampleStochastic(float2 uv, float noise)
- {
- float cur_height = uv.y + noise;
- float this_index = floor(cur_height);
- float next_index = this_index + 1.0f;
- float2 uvA = uv + sin(float2(1.0f, 2.0f) * this_index);
- float2 uvB = uv + sin(float2(1.0f, 2.0f) * next_index);
- float2 gradX = ddx(uv);
- float2 gradY = ddy(uv);
- float4 sampleA = SAMPLE_TEXTURE2D_GRAD(_NormalFoamMap, sampler_NormalFoamMap, uvA, gradX, gradY);
- float4 sampleB = SAMPLE_TEXTURE2D_GRAD(_NormalFoamMap, sampler_NormalFoamMap, uvB, gradX, gradY);
- return lerp(sampleA, sampleB, cur_height - this_index);
- }
- void Ext_SurfaceFunction3 (inout Surface o, inout ShaderData d)
- {
- d.blackboard.fluid.RGBA = d.vertexColor;
- d.blackboard.fluid.Depth = d.extraV2F0.w;
- d.blackboard.fluid.ESMV.xyz = d.extraV2F1.xyz;
- d.blackboard.fluid.F123.x = d.extraV2F1.w;
- if (d.blackboard.fluid.Depth < 0.01f)
- {
- discard;
- }
- float2 uv = d.worldSpacePosition.xz;
- float2 columnPixel = mul(_FlowMatrix, float4(d.worldSpacePosition, 1.0f)).xy;
- float2 columnCoord = CoordFromPixel(columnPixel, _FlowCountXZ);
- Column column = GetColumn(columnCoord);
- float time = _Time.y * _AnimationSpeed;
- float2 jump = float2(0.13f, 0.17f);
- float2 fvec = (column.Outflow.yw - column.Outflow.xz) * _FlowSeparationXZ * _FlowSpeed;
- float fmag = log10(1.0f + length(fvec)) * 0.1f;
- float3 flowA = FlowUVW(uv, fvec / _AnimationSpeed, jump, _Tiling, time, 0.0f);
- float3 flowB = FlowUVW(uv, fvec / _AnimationSpeed, jump, _Tiling, time, 0.5f);
- #if _STOCHASTIC_ON
- float noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, uv * 0.0025f).a * 4.0f;
- float4 nfmA = SampleStochastic(flowA, noise);
- float4 nfmB = SampleStochastic(flowB, noise);
- #else
- float4 nfmA = SAMPLE_TEXTURE2D(_NormalFoamMap, sampler_NormalFoamMap, flowA.xy);
- float4 nfmB = SAMPLE_TEXTURE2D(_NormalFoamMap, sampler_NormalFoamMap, flowB.xy);
- #endif
- // Water normals
- float normalStr = lerp(_WaveStrengthMin, _WaveStrengthMax, saturate(_WaveStrengthScale * fmag));
- float3 waterNormalA = UnpackNormalAndScale(nfmA.xy, flowA.z * normalStr);
- float3 waterNormalB = UnpackNormalAndScale(nfmB.xy, flowB.z * normalStr);
- float3 waterNormals = CombineNormals(waterNormalA, waterNormalB);
- o.Normal = lerp(waterNormals, o.Normal, d.texcoord0.z);
- o.Albedo = d.blackboard.fluid.RGBA.xyz;
- o.Emission = d.blackboard.fluid.ESMV.x * _Emission * o.Albedo;
- #if _FOAM_OFF
- d.blackboard.foam = 0.0f;
- #else
- d.blackboard.foam = d.blackboard.fluid.F123.x * (1.0f - d.texcoord0.z);
- #if _FOAM_ALPHA
- float3 foamAlbedo = (nfmA.w * flowA.z + nfmB.w * flowB.z) * _FoamBrightness;
- #elif _FOAM_CUTOUT
- float3 foamAlbedo = _FoamBrightness;
- float foamRamp = nfmA.w * flowA.z + nfmB.w * flowB.z;
- d.blackboard.foam = saturate((d.blackboard.foam - foamRamp) * 10.0f);
- #endif
- float3 foamNormal = float3(0.0f, 0.0f, 1.0f);
- o.Albedo = lerp(o.Albedo, foamAlbedo, d.blackboard.foam);
- o.Normal = lerp(o.Normal, foamNormal, d.blackboard.foam);
- #endif
- o.Smoothness = d.blackboard.fluid.ESMV.y;
- o.Metallic = d.blackboard.fluid.ESMV.z;
- }
- void Ext_SurfaceFunction4 (inout Surface o, inout ShaderData d)
- {
- #if _FACETED_ON
- // lets just affect the TBN data, so we flat shade the original polygons, not the normal map
- float3 dx = ddx(d.worldSpacePosition);
- float3 dy = ddy(d.worldSpacePosition);
- float3 worldNormal = normalize(cross(dy, dx));
- worldNormal = lerp(d.worldSpaceNormal, worldNormal, _FlatShadingBlend);
- d.worldSpaceNormal = worldNormal;
- d.TBNMatrix[2] = worldNormal;
- #endif
- }
- void Ext_SurfaceFunction5 (inout Surface o, ShaderData d)
- {
- #if _ALPHA_OFF
- #else
- float3 position = d.worldSpacePosition;
- float3 step = d.worldSpacePosition - _WorldSpaceCameraPos;
- float2 bentScrUV = d.screenUV + o.Normal.xy * 0.05f * log(1.0f + d.blackboard.fluid.Depth * 1.0f);
- float distMax = max(_RangeMax * 0.001f, _RangeMax * (1.0f - d.blackboard.fluid.RGBA.w));
- float distRange = distMax;
- float vertDist = length(d.extraV2F0.xyz);
- float camtDist = GetLinearEyeDepth(bentScrUV) * length(d.extraV2F0.xyz / d.extraV2F0.z);
- if (camtDist < vertDist)
- {
- camtDist = GetLinearEyeDepth(d.screenUV) * length(d.extraV2F0.xyz / d.extraV2F0.z);
- }
- float diffDist = max(0.0f, camtDist - vertDist);
- // The depth buffer becomes unusable at certain ranges, so fade it out
- diffDist += max(0.0f, camtDist * _AlphaDepthScale - _RangeMax);
- distRange = min(distRange, diffDist);
- #if _ALPHA_VERTICAL
- float dist = d.blackboard.fluid.Depth;
- #elif _ALPHA_DEPTH
- float dist = diffDist;
- #elif _ALPHA_MARCH_FLUID
- float dist = RayMarchInside(position, normalize(step), _AlphaStep, _AlphaMaxSteps, distMax);
- #elif _ALPHA_MARCH_FLUID_AND_DEPTH
- float dist = RayMarchInside(position, normalize(step), _AlphaStep, _AlphaMaxSteps, distRange);
- #endif
- // Set opacity based on distance through fluid relative to the maximum distance, and make sure high opacity fluids become solid
- float opacity = saturate(dist / distMax + d.blackboard.foam + pow(d.blackboard.fluid.RGBA.w, 10.0f));
- o.Albedo = lerp(0.0f, o.Albedo, opacity);
- o.Emission = lerp(GetSceneColor(bentScrUV), o.Emission, opacity);
- //o.Emission += o.Albedo * d.blackboard.fluid.ESMV.x * opacity;
- #endif
- }
-
- void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
- {
- // Ext_SurfaceFunction0(l, d);
- // Ext_SurfaceFunction1(l, d);
- // Ext_SurfaceFunction2(l, d);
- Ext_SurfaceFunction3(l, d);
- Ext_SurfaceFunction4(l, d);
- Ext_SurfaceFunction5(l, d);
- // Ext_SurfaceFunction6(l, d);
- // Ext_SurfaceFunction7(l, d);
- // Ext_SurfaceFunction8(l, d);
- // Ext_SurfaceFunction9(l, d);
- // Ext_SurfaceFunction10(l, d);
- // Ext_SurfaceFunction11(l, d);
- // Ext_SurfaceFunction12(l, d);
- // Ext_SurfaceFunction13(l, d);
- // Ext_SurfaceFunction14(l, d);
- // Ext_SurfaceFunction15(l, d);
- // Ext_SurfaceFunction16(l, d);
- // Ext_SurfaceFunction17(l, d);
- // Ext_SurfaceFunction18(l, d);
- // Ext_SurfaceFunction19(l, d);
- // Ext_SurfaceFunction20(l, d);
- // Ext_SurfaceFunction21(l, d);
- // Ext_SurfaceFunction22(l, d);
- // Ext_SurfaceFunction23(l, d);
- // Ext_SurfaceFunction24(l, d);
- // Ext_SurfaceFunction25(l, d);
- // Ext_SurfaceFunction26(l, d);
- // Ext_SurfaceFunction27(l, d);
- // Ext_SurfaceFunction28(l, d);
- // Ext_SurfaceFunction29(l, d);
- }
- #if !_DECALSHADER
- void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
- {
- ExtraV2F d;
-
- ZERO_INITIALIZE(ExtraV2F, d);
- ZERO_INITIALIZE(Blackboard, d.blackboard);
- // due to motion vectors in HDRP, we need to use the last
- // time in certain spots. So if you are going to use _Time to adjust vertices,
- // you need to use this time or motion vectors will break.
- d.time = time;
- Ext_ModifyVertex0(v, d);
- // Ext_ModifyVertex1(v, d);
- // Ext_ModifyVertex2(v, d);
- Ext_ModifyVertex3(v, d);
- // Ext_ModifyVertex4(v, d);
- // Ext_ModifyVertex5(v, d);
- // Ext_ModifyVertex6(v, d);
- // Ext_ModifyVertex7(v, d);
- // Ext_ModifyVertex8(v, d);
- // Ext_ModifyVertex9(v, d);
- // Ext_ModifyVertex10(v, d);
- // Ext_ModifyVertex11(v, d);
- // Ext_ModifyVertex12(v, d);
- // Ext_ModifyVertex13(v, d);
- // Ext_ModifyVertex14(v, d);
- // Ext_ModifyVertex15(v, d);
- // Ext_ModifyVertex16(v, d);
- // Ext_ModifyVertex17(v, d);
- // Ext_ModifyVertex18(v, d);
- // Ext_ModifyVertex19(v, d);
- // Ext_ModifyVertex20(v, d);
- // Ext_ModifyVertex21(v, d);
- // Ext_ModifyVertex22(v, d);
- // Ext_ModifyVertex23(v, d);
- // Ext_ModifyVertex24(v, d);
- // Ext_ModifyVertex25(v, d);
- // Ext_ModifyVertex26(v, d);
- // Ext_ModifyVertex27(v, d);
- // Ext_ModifyVertex28(v, d);
- // Ext_ModifyVertex29(v, d);
- // #if %EXTRAV2F0REQUIREKEY%
- v2p.extraV2F0 = d.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- v2p.extraV2F1 = d.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // v2p.extraV2F2 = d.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // v2p.extraV2F3 = d.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // v2p.extraV2F4 = d.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // v2p.extraV2F5 = d.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // v2p.extraV2F6 = d.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // v2p.extraV2F7 = d.extraV2F7;
- // #endif
- }
- void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
- {
- ExtraV2F d;
- ZERO_INITIALIZE(ExtraV2F, d);
- ZERO_INITIALIZE(Blackboard, d.blackboard);
- // #if %EXTRAV2F0REQUIREKEY%
- d.extraV2F0 = v2p.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- d.extraV2F1 = v2p.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // d.extraV2F2 = v2p.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // d.extraV2F3 = v2p.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // d.extraV2F4 = v2p.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // d.extraV2F5 = v2p.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // d.extraV2F6 = v2p.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // d.extraV2F7 = v2p.extraV2F7;
- // #endif
- // Ext_ModifyTessellatedVertex0(v, d);
- // Ext_ModifyTessellatedVertex1(v, d);
- // Ext_ModifyTessellatedVertex2(v, d);
- // Ext_ModifyTessellatedVertex3(v, d);
- // Ext_ModifyTessellatedVertex4(v, d);
- // Ext_ModifyTessellatedVertex5(v, d);
- // Ext_ModifyTessellatedVertex6(v, d);
- // Ext_ModifyTessellatedVertex7(v, d);
- // Ext_ModifyTessellatedVertex8(v, d);
- // Ext_ModifyTessellatedVertex9(v, d);
- // Ext_ModifyTessellatedVertex10(v, d);
- // Ext_ModifyTessellatedVertex11(v, d);
- // Ext_ModifyTessellatedVertex12(v, d);
- // Ext_ModifyTessellatedVertex13(v, d);
- // Ext_ModifyTessellatedVertex14(v, d);
- // Ext_ModifyTessellatedVertex15(v, d);
- // Ext_ModifyTessellatedVertex16(v, d);
- // Ext_ModifyTessellatedVertex17(v, d);
- // Ext_ModifyTessellatedVertex18(v, d);
- // Ext_ModifyTessellatedVertex19(v, d);
- // Ext_ModifyTessellatedVertex20(v, d);
- // Ext_ModifyTessellatedVertex21(v, d);
- // Ext_ModifyTessellatedVertex22(v, d);
- // Ext_ModifyTessellatedVertex23(v, d);
- // Ext_ModifyTessellatedVertex24(v, d);
- // Ext_ModifyTessellatedVertex25(v, d);
- // Ext_ModifyTessellatedVertex26(v, d);
- // Ext_ModifyTessellatedVertex27(v, d);
- // Ext_ModifyTessellatedVertex28(v, d);
- // Ext_ModifyTessellatedVertex29(v, d);
- // #if %EXTRAV2F0REQUIREKEY%
- v2p.extraV2F0 = d.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- v2p.extraV2F1 = d.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // v2p.extraV2F2 = d.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // v2p.extraV2F3 = d.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // v2p.extraV2F4 = d.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // v2p.extraV2F5 = d.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // v2p.extraV2F6 = d.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // v2p.extraV2F7 = d.extraV2F7;
- // #endif
- }
- void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
- {
- // Ext_FinalColorForward0(l, d, color);
- // Ext_FinalColorForward1(l, d, color);
- // Ext_FinalColorForward2(l, d, color);
- // Ext_FinalColorForward3(l, d, color);
- // Ext_FinalColorForward4(l, d, color);
- // Ext_FinalColorForward5(l, d, color);
- // Ext_FinalColorForward6(l, d, color);
- // Ext_FinalColorForward7(l, d, color);
- // Ext_FinalColorForward8(l, d, color);
- // Ext_FinalColorForward9(l, d, color);
- // Ext_FinalColorForward10(l, d, color);
- // Ext_FinalColorForward11(l, d, color);
- // Ext_FinalColorForward12(l, d, color);
- // Ext_FinalColorForward13(l, d, color);
- // Ext_FinalColorForward14(l, d, color);
- // Ext_FinalColorForward15(l, d, color);
- // Ext_FinalColorForward16(l, d, color);
- // Ext_FinalColorForward17(l, d, color);
- // Ext_FinalColorForward18(l, d, color);
- // Ext_FinalColorForward19(l, d, color);
- // Ext_FinalColorForward20(l, d, color);
- // Ext_FinalColorForward21(l, d, color);
- // Ext_FinalColorForward22(l, d, color);
- // Ext_FinalColorForward23(l, d, color);
- // Ext_FinalColorForward24(l, d, color);
- // Ext_FinalColorForward25(l, d, color);
- // Ext_FinalColorForward26(l, d, color);
- // Ext_FinalColorForward27(l, d, color);
- // Ext_FinalColorForward28(l, d, color);
- // Ext_FinalColorForward29(l, d, color);
- }
- void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
- {
- // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
- }
- #endif
-
- #if _DECALSHADER
- ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
- {
- ShaderData d = (ShaderData)0;
- d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
- d.worldSpaceNormal = IN.WorldSpaceNormal;
- d.worldSpaceTangent = IN.WorldSpaceTangent;
- d.worldSpacePosition = IN.WorldSpacePosition;
- d.texcoord0 = IN.uv0.xyxy;
- d.screenPos = IN.ScreenPosition;
- d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
- d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
- // these rarely get used, so we back transform them. Usually will be stripped.
- #if _HDRP
- // d.localSpacePosition = mul(unity_WorldToObject, float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
- #else
- // d.localSpacePosition = mul(unity_WorldToObject, float4(d.worldSpacePosition, 1)).xyz;
- #endif
- // d.localSpaceNormal = normalize(mul((float3x3)unity_WorldToObject, d.worldSpaceNormal));
- // d.localSpaceTangent = normalize(mul((float3x3)unity_WorldToObject, d.worldSpaceTangent.xyz));
- // #if %SCREENPOSREQUIREKEY%
- d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
- // #endif
- return d;
- }
- #else
- ShaderData CreateShaderData(VertexToPixel i
- #if NEED_FACING
- , bool facing
- #endif
- )
- {
- ShaderData d = (ShaderData)0;
- d.clipPos = i.pos;
- d.worldSpacePosition = i.worldPos;
- d.worldSpaceNormal = normalize(i.worldNormal);
- d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
- d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
- float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
-
- d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
- d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
- d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
- d.texcoord0 = i.texcoord0;
- // d.texcoord1 = i.texcoord1;
- // d.texcoord2 = i.texcoord2;
- // #if %TEXCOORD3REQUIREKEY%
- // d.texcoord3 = i.texcoord3;
- // #endif
- // d.isFrontFace = facing;
- // #if %VERTEXCOLORREQUIREKEY%
- d.vertexColor = i.vertexColor;
- // #endif
- // these rarely get used, so we back transform them. Usually will be stripped.
- #if _HDRP
- // d.localSpacePosition = mul(unity_WorldToObject, float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
- #else
- // d.localSpacePosition = mul(unity_WorldToObject, float4(i.worldPos, 1)).xyz;
- #endif
- // d.localSpaceNormal = normalize(mul((float3x3)unity_WorldToObject, i.worldNormal));
- // d.localSpaceTangent = normalize(mul((float3x3)unity_WorldToObject, i.worldTangent.xyz));
- // #if %SCREENPOSREQUIREKEY%
- d.screenPos = i.screenPos;
- d.screenUV = (i.screenPos.xy / i.screenPos.w);
- // #endif
- // #if %EXTRAV2F0REQUIREKEY%
- d.extraV2F0 = i.extraV2F0;
- // #endif
- // #if %EXTRAV2F1REQUIREKEY%
- d.extraV2F1 = i.extraV2F1;
- // #endif
- // #if %EXTRAV2F2REQUIREKEY%
- // d.extraV2F2 = i.extraV2F2;
- // #endif
- // #if %EXTRAV2F3REQUIREKEY%
- // d.extraV2F3 = i.extraV2F3;
- // #endif
- // #if %EXTRAV2F4REQUIREKEY%
- // d.extraV2F4 = i.extraV2F4;
- // #endif
- // #if %EXTRAV2F5REQUIREKEY%
- // d.extraV2F5 = i.extraV2F5;
- // #endif
- // #if %EXTRAV2F6REQUIREKEY%
- // d.extraV2F6 = i.extraV2F6;
- // #endif
- // #if %EXTRAV2F7REQUIREKEY%
- // d.extraV2F7 = i.extraV2F7;
- // #endif
- return d;
- }
- #endif
-
- #if defined(_PASSSHADOW)
- float3 _LightDirection;
- float3 _LightPosition;
- #endif
- // vertex shader
- VertexToPixel Vert (VertexData v)
- {
-
- VertexToPixel o = (VertexToPixel)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if !_TESSELLATION_ON
- ChainModifyVertex(v, o, _Time);
- #endif
- o.texcoord0 = v.texcoord0;
- // o.texcoord1 = v.texcoord1;
- // o.texcoord2 = v.texcoord2;
- // #if %TEXCOORD3REQUIREKEY%
- // o.texcoord3 = v.texcoord3;
- // #endif
- // #if %VERTEXCOLORREQUIREKEY%
- o.vertexColor = v.vertexColor;
- // #endif
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
- o.worldPos = TransformObjectToWorld(v.vertex.xyz);
- o.worldNormal = TransformObjectToWorldNormal(v.normal);
- o.worldTangent = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
- // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
- #if _PASSSHADOW
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- // Define shadow pass specific clip position for Universal
- o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
- #if UNITY_REVERSED_Z
- o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #elif _PASSMETA
- o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
- #else
- o.pos = TransformWorldToHClip(o.worldPos);
- #endif
- // #if %SCREENPOSREQUIREKEY%
- o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
- // #endif
- #if _PASSFORWARD || _PASSGBUFFER
- float2 uv1 = v.texcoord1.xy;
- OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
- // o.texcoord1.xy = uv1;
- OUTPUT_SH(o.worldNormal, o.sh);
- #if defined(DYNAMICLIGHTMAP_ON)
- o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #endif
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- half fogFactor = 0;
- #if defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(o.pos.z);
- #endif
- #if _BAKEDLIT
- o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
- #else
- half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- o.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- return o;
- }
-
- // fragment shader
- half4 Frag (VertexToPixel IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- #if NEED_FACING
- , bool facing : SV_IsFrontFace
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- ShaderData d = CreateShaderData(IN
- #if NEED_FACING
- , facing
- #endif
- );
- Surface l = (Surface)0;
- #ifdef _DEPTHOFFSET_ON
- l.outputDepth = outputDepth;
- #endif
- l.Albedo = half3(0.5, 0.5, 0.5);
- l.Normal = float3(0,0,1);
- l.Occlusion = 1;
- l.Alpha = 1;
- ChainSurfaceFunction(l, d);
- #ifdef _DEPTHOFFSET_ON
- outputDepth = l.outputDepth;
- #endif
- #if defined(_GBUFFER_NORMALS_OCT)
- float3 normalWS = d.worldSpaceNormal;
- float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
- float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
- half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
- return half4(packedNormalWS, 0.0);
- #else
- float3 wsn = l.Normal;
- #if !_WORLDSPACENORMAL
- wsn = TangentToWorldSpace(d, l.Normal);
- #endif
- return half4(NormalizeNormalPerPixel(wsn), 0.0);
- #endif
-
- }
- ENDHLSL
- }
-
-
- }
-
-
-
- }
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