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+fileFormatVersion: 2 +guid: 669d41422347ed94785dd2515084828f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs b/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs new file mode 100644 index 000000000..6863f8030 --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs @@ -0,0 +1,56 @@ +using ProjectM.Simulation; +using Unity.Entities; +using UnityEngine; + +namespace ProjectM.Authoring +{ + /// + /// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup + /// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated + /// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written [GhostField] + /// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training + /// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. GetEntity(Dynamic) gives a + /// runtime-mutable LocalTransform for server-authoritative movement and hit tests. + /// + public class EnemyAuthoring : MonoBehaviour + { + [Min(0f), Tooltip("Starting and maximum health for the Husk.")] + public float MaxHealth = 30f; + + [Min(0f), Tooltip("World-unit radius used by the projectile hit test.")] + public float HitRadius = 0.7f; + + [Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")] + public float MoveSpeed = 3.5f; + + [Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")] + public float AttackRange = 1.6f; + + [Min(0f), Tooltip("Damage dealt per strike.")] + public float AttackDamage = 8f; + + [Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")] + public int AttackCooldownTicks = 36; + + private class EnemyBaker : Baker + { + public override void Bake(EnemyAuthoring authoring) + { + var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); + + AddComponent(entity); + AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth }); + AddComponent(entity, new HitRadius { Value = authoring.HitRadius }); + AddBuffer(entity); + AddComponent(entity, new EnemyStats + { + MoveSpeed = authoring.MoveSpeed, + AttackRange = authoring.AttackRange, + AttackDamage = authoring.AttackDamage, + AttackCooldownTicks = authoring.AttackCooldownTicks, + }); + AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 }); + } + } + } +} diff --git a/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs.meta new file mode 100644 index 000000000..a213034ee --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6b014797e9092694b9568c5b66d34a55 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Authoring/Combat/WaveDirectorAuthoring.cs b/Assets/_Project/Scripts/Authoring/Combat/WaveDirectorAuthoring.cs new file mode 100644 index 000000000..3d9d00f8a --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Combat/WaveDirectorAuthoring.cs @@ -0,0 +1,63 @@ +using ProjectM.Simulation; +using Unity.Entities; +using UnityEngine; + +namespace ProjectM.Authoring +{ + /// + /// Authoring for the Husk wave/threat director (singleton). Place on one GameObject in the gameplay subscene; + /// the server-only WaveSystem reads it. Bakes a config + a + /// pool (the assigned Husk variant prefabs, spawned round-robin) + the initial + /// . The entity carries no transform; only the referenced prefabs need a runtime transform. + /// + public class WaveDirectorAuthoring : MonoBehaviour + { + [Tooltip("Husk variant prefabs to spawn (round-robin). Each must carry EnemyAuthoring + an interpolated GhostAuthoringComponent.")] + public GameObject[] EnemyPrefabs; + + [Min(0f)] public float RingRadius = 16f; + [Min(1)] public int RingSlots = 10; + + [Min(1), Tooltip("Husks in wave 1.")] public int BaseCount = 4; + [Min(0), Tooltip("Additional Husks per subsequent wave.")] public int CountPerWave = 2; + [Min(1), Tooltip("Ticks between individual spawns within a wave (~60/sec).")] public int SpawnIntervalTicks = 24; + [Min(1), Tooltip("Ticks of calm between waves (~60/sec).")] public int LullTicks = 240; + + private class WaveDirectorBaker : Baker + { + public override void Bake(WaveDirectorAuthoring authoring) + { + var entity = GetEntity(authoring, TransformUsageFlags.None); + + AddComponent(entity, new WaveDirector + { + RingRadius = authoring.RingRadius, + RingSlots = authoring.RingSlots, + BaseCount = authoring.BaseCount, + CountPerWave = authoring.CountPerWave, + SpawnIntervalTicks = authoring.SpawnIntervalTicks, + LullTicks = authoring.LullTicks, + }); + + var buffer = AddBuffer(entity); + if (authoring.EnemyPrefabs != null) + { + foreach (var prefab in authoring.EnemyPrefabs) + { + if (prefab != null) + buffer.Add(new WaveEnemyPrefab { Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic) }); + } + } + + AddComponent(entity, new WaveState + { + WaveNumber = 0, + Phase = WavePhase.Lull, + NextActionTick = 0, + RemainingToSpawn = 0, + SpawnCounter = 0, + }); + } + } + } +} diff --git a/Assets/_Project/Scripts/Authoring/Combat/WaveDirectorAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Combat/WaveDirectorAuthoring.cs.meta new file mode 100644 index 000000000..7fd281e55 --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Combat/WaveDirectorAuthoring.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f0c287a066ae43b42b2bf1e1ccaa48bc \ No newline at end of file diff --git a/Assets/_Project/Scripts/Authoring/Player/PlayerAuthoring.cs b/Assets/_Project/Scripts/Authoring/Player/PlayerAuthoring.cs index 37cb67ebc..08407360a 100644 --- a/Assets/_Project/Scripts/Authoring/Player/PlayerAuthoring.cs +++ b/Assets/_Project/Scripts/Authoring/Player/PlayerAuthoring.cs @@ -28,6 +28,14 @@ namespace ProjectM.Authoring /// Projectile hit-test radius for the player as a damageable target, in world units. [Min(0f)] public float HitRadius = 0.6f; + [Min(1)] + [Tooltip("Ticks the player stays down before respawning at base (~60 ticks/sec).")] + public int RespawnDelayTicks = 180; + + [Min(0)] + [Tooltip("Ticks of post-respawn damage immunity (~60 ticks/sec).")] + public int RespawnInvulnTicks = 120; + private class PlayerBaker : Baker { public override void Bake(PlayerAuthoring authoring) @@ -66,6 +74,13 @@ namespace ProjectM.Authoring AddComponent(entity, new HitRadius { Value = authoring.HitRadius }); AddComponent(entity); AddBuffer(entity); + + // Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive; + // plus the server-only respawn timer. + AddComponent(entity); + SetComponentEnabled(entity, false); + AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks }); + AddComponent(entity, new RespawnInvuln { UntilTick = 0 }); } } } diff --git a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs new file mode 100644 index 000000000..1d9527eb6 --- /dev/null +++ b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs @@ -0,0 +1,329 @@ +using System.Collections.Generic; +using ProjectM.Simulation; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; +using Unity.Transforms; +using UnityEngine; + +namespace ProjectM.Client +{ + /// + /// Client-only combat JUICE. A managed presentation system (SystemBase, main thread, NO Burst) in the + /// that REACTS to replicated state — it never runs simulation. Each frame + /// it edge-detects every damageable ghost's replicated : a decrease spawns a floating + /// damage number + a hit-spark burst + a hit SFX + camera shake; a Husk despawn (server-authoritative death) + /// spawns a death burst + death SFX; the local player crossing to 0 HP does the same. A local-player ability + /// fire (AbilityCooldown advancing) spawns a muzzle flash + zap. Everything derives from already-replicated + /// state, so it is correct without touching the prediction loop, and it lives only in the client world so the + /// server never instantiates GameObjects. SFX are generated procedurally; VFX use a small runtime pool — the + /// slice ships with NO binary audio/particle assets. + /// + /// Per-entity last Health + position + isEnemy are cached in a managed dictionary (Entity is a stable client + /// key for a ghost's lifetime); stale keys are pruned each frame (a pruned Husk = a kill → death VFX at its + /// last position). Never destroys a ghost from the client — GhostDespawnSystem owns that off the snapshot + /// protocol; we only OBSERVE. + /// + /// + [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] + [UpdateInGroup(typeof(PresentationSystemGroup))] + public partial class CombatFeedbackSystem : SystemBase + { + struct FxCache { public float Hp; public float3 Pos; public bool IsEnemy; } + + readonly Dictionary _cache = new(); + readonly HashSet _seen = new(); + readonly List _stale = new(); + readonly List _numbers = new(); + + Transform _fxRoot; + ParticleSystem _hitFx; + ParticleSystem _deathFx; + ParticleSystem _muzzleFx; + AudioClip _hitClip; + AudioClip _deathClip; + AudioClip _fireClip; + + Entity _localPlayer = Entity.Null; + uint _lastLocalFireTick; + bool _fireTickInit; + + const int NumberPoolSize = 32; + + protected override void OnCreate() + { + _hitClip = MakeClip("husk_hit", 640f, 180f, 0.10f, 0.5f, noise: true); + _deathClip = MakeClip("husk_death", 320f, 50f, 0.34f, 0.55f, noise: false); + _fireClip = MakeClip("fire", 880f, 1500f, 0.07f, 0.30f, noise: false); + } + + protected override void OnStartRunning() + { + if (_fxRoot != null) return; + + _fxRoot = new GameObject("~CombatFeedbackFX").transform; + var mat = MakeParticleMaterial(); + _hitFx = MakeBurst("HitSparks", mat, new Color(3f, 2.2f, 0.6f), 0.13f, 7f, 0.32f, 256); + _deathFx = MakeBurst("DeathBurst", mat, new Color(3.2f, 0.7f, 0.25f), 0.22f, 9f, 0.55f, 512); + _muzzleFx = MakeBurst("Muzzle", mat, new Color(0.6f, 2.4f, 3.2f), 0.12f, 5f, 0.20f, 128); + + for (int i = 0; i < NumberPoolSize; i++) + _numbers.Add(CreateNumber()); + } + + protected override void OnDestroy() + { + if (_fxRoot != null) + Object.Destroy(_fxRoot.gameObject); + } + + protected override void OnUpdate() + { + float dt = SystemAPI.Time.DeltaTime; + var cam = Camera.main; + + // Make sure predicted/physics jobs writing these are done before this main-thread read. + EntityManager.CompleteDependencyBeforeRO(); + EntityManager.CompleteDependencyBeforeRO(); + + // Resolve the local player (for hit colouring + fire feedback). + _localPlayer = Entity.Null; + float3 localPos = default; + foreach (var (xf, entity) in SystemAPI.Query>() + .WithAll().WithEntityAccess()) + { + _localPlayer = entity; + localPos = xf.ValueRO.Position; + } + + // Edge-detect Health on every damageable ghost (players + Husks). + _seen.Clear(); + foreach (var (health, xf, entity) in + SystemAPI.Query, RefRO>().WithEntityAccess()) + { + _seen.Add(entity); + float cur = health.ValueRO.Current; + float3 p = xf.ValueRO.Position; + bool isEnemy = SystemAPI.HasComponent(entity); + bool isLocalPlayer = entity == _localPlayer; + + if (_cache.TryGetValue(entity, out var prev)) + { + if (cur < prev.Hp - 0.001f) + { + SpawnNumber(prev.Hp - cur, (Vector3)p, isLocalPlayer, cam); + EmitAt(_hitFx, (Vector3)p + Vector3.up * 0.8f, 10); + PlayClip(_hitClip, (Vector3)p, 0.7f); + PrototypeCameraRig.AddShake(isLocalPlayer ? 0.32f : 0.10f); + } + + // Player death (players don't despawn — they respawn; Husk death is handled on prune). + if (!isEnemy && cur <= 0f && prev.Hp > 0f) + { + EmitAt(_deathFx, (Vector3)p + Vector3.up * 0.5f, 28); + PlayClip(_deathClip, (Vector3)p, 0.7f); + PrototypeCameraRig.AddShake(isLocalPlayer ? 0.5f : 0.25f); + } + } + + _cache[entity] = new FxCache { Hp = cur, Pos = p, IsEnemy = isEnemy }; + } + + // Prune despawned ghosts. A Husk that vanished was killed -> death VFX at its last position. + if (_cache.Count != _seen.Count) + { + _stale.Clear(); + foreach (var kv in _cache) + if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key); + + for (int i = 0; i < _stale.Count; i++) + { + var c = _cache[_stale[i]]; + if (c.IsEnemy) + { + EmitAt(_deathFx, (Vector3)c.Pos + Vector3.up * 0.5f, 28); + PlayClip(_deathClip, (Vector3)c.Pos, 0.65f); + PrototypeCameraRig.AddShake(0.16f); + } + _cache.Remove(_stale[i]); + } + } + + // Local-player fire feedback: AbilityCooldown.NextFireTick advances on each shot. + if (_localPlayer != Entity.Null && EntityManager.HasComponent(_localPlayer)) + { + uint nextFire = EntityManager.GetComponentData(_localPlayer).NextFireTick; + if (_fireTickInit && nextFire != 0 && nextFire != _lastLocalFireTick) + { + EmitAt(_muzzleFx, (Vector3)localPos + Vector3.up * 0.9f, 8); + PlayClip(_fireClip, (Vector3)localPos, 0.5f); + } + _lastLocalFireTick = nextFire; + _fireTickInit = true; + } + + AnimateNumbers(dt, cam); + } + + // ---- Floating damage numbers (pooled, billboarded TextMesh) ---- + + class FloatingNumber + { + public TextMesh Tm; + public Transform Tr; + public float Age; + public float Life; + public Vector3 Vel; + public Color BaseColor; + public bool Active; + } + + FloatingNumber CreateNumber() + { + var go = new GameObject("DamageNumber"); + go.transform.SetParent(_fxRoot, false); + var tm = go.AddComponent(); + tm.characterSize = 0.12f; + tm.fontSize = 64; + tm.anchor = TextAnchor.MiddleCenter; + tm.alignment = TextAlignment.Center; + tm.color = Color.white; + go.SetActive(false); + return new FloatingNumber { Tm = tm, Tr = go.transform, Active = false }; + } + + void SpawnNumber(float amount, Vector3 worldPos, bool isLocalPlayer, Camera cam) + { + FloatingNumber fn = null; + for (int i = 0; i < _numbers.Count; i++) + if (!_numbers[i].Active) { fn = _numbers[i]; break; } + if (fn == null) return; // pool exhausted this frame: drop (cheap) + + fn.Active = true; + fn.Age = 0f; + fn.Life = 0.7f; + fn.Tm.text = Mathf.Max(1, Mathf.RoundToInt(amount)).ToString(); + fn.BaseColor = isLocalPlayer ? new Color(1f, 0.32f, 0.26f) : new Color(1f, 0.92f, 0.45f); + fn.Tm.color = fn.BaseColor; + fn.Tr.position = worldPos + Vector3.up * 1.4f + new Vector3(UnityEngine.Random.Range(-0.25f, 0.25f), 0f, 0f); + fn.Vel = new Vector3(0f, 2.2f, 0f); + fn.Tr.gameObject.SetActive(true); + if (cam != null) fn.Tr.rotation = cam.transform.rotation; + } + + void AnimateNumbers(float dt, Camera cam) + { + for (int i = 0; i < _numbers.Count; i++) + { + var fn = _numbers[i]; + if (!fn.Active) continue; + + fn.Age += dt; + if (fn.Age >= fn.Life) + { + fn.Active = false; + fn.Tr.gameObject.SetActive(false); + continue; + } + + fn.Vel.y -= 3.5f * dt; // ease the rise + fn.Tr.position += fn.Vel * dt; + if (cam != null) fn.Tr.rotation = cam.transform.rotation; + + var c = fn.BaseColor; + c.a = 1f - (fn.Age / fn.Life); + fn.Tm.color = c; + } + } + + // ---- Procedural SFX + pooled particle bursts ---- + + static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol, bool noise) + { + const int rate = 44100; + int len = Mathf.Max(16, (int)(dur * rate)); + var clip = AudioClip.Create(name, len, 1, rate, false); + var data = new float[len]; + var rng = new System.Random(name.Length * 9973 + 7); + float phase = 0f; + for (int i = 0; i < len; i++) + { + float t = i / (float)len; + float env = Mathf.Exp(-5f * t); + float freq = Mathf.Lerp(f0, f1, t); + phase += 2f * Mathf.PI * freq / rate; + float s = noise ? (float)(rng.NextDouble() * 2.0 - 1.0) : Mathf.Sin(phase); + data[i] = s * env * vol; + } + clip.SetData(data, 0); + return clip; + } + + static Material MakeParticleMaterial() + { + // Sprites/Default is an always-included, transparent, vertex-coloured shader — reliable for + // billboarded sparks; HDR start colours still push past the bloom threshold (Stage 5 look pass). + Shader sh = Shader.Find("Sprites/Default"); + if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit"); + if (sh == null) sh = Shader.Find("Unlit/Color"); + return new Material(sh) { name = "CombatFeedbackParticle" }; + } + + ParticleSystem MakeBurst(string name, Material mat, Color color, float size, float speed, float life, int max) + { + var go = new GameObject(name); + go.transform.SetParent(_fxRoot, false); + var ps = go.AddComponent(); + + var main = ps.main; + main.loop = false; + main.playOnAwake = false; + // duration unused: manual Emit bursts with emission disabled + main.startLifetime = life; + main.startSpeed = speed; + main.startSize = size; + main.startColor = color; + main.maxParticles = max; + main.gravityModifier = 0f; + main.simulationSpace = ParticleSystemSimulationSpace.World; + + var emission = ps.emission; + emission.enabled = false; // we Emit(count) manually + + var shape = ps.shape; + shape.enabled = true; + shape.shapeType = ParticleSystemShapeType.Sphere; + shape.radius = 0.06f; + + var colOverLife = ps.colorOverLifetime; + colOverLife.enabled = true; + var grad = new Gradient(); + grad.SetKeys( + new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) }, + new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) }); + colOverLife.color = new ParticleSystem.MinMaxGradient(grad); + + var sizeOverLife = ps.sizeOverLifetime; + sizeOverLife.enabled = true; + sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0.2f)); + + var renderer = ps.GetComponent(); + renderer.material = mat; + renderer.renderMode = ParticleSystemRenderMode.Billboard; + return ps; + } + + static void EmitAt(ParticleSystem ps, Vector3 pos, int count) + { + if (ps == null) return; + ps.transform.position = pos; + ps.Emit(count); + } + + static void PlayClip(AudioClip clip, Vector3 pos, float vol) + { + if (clip == null) return; + AudioSource.PlayClipAtPoint(clip, pos, vol); + } + } +} diff --git a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs.meta b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs.meta new file mode 100644 index 000000000..b516d8298 --- /dev/null +++ b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 61d55913bf02dba4aadd8667876115f8 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs new file mode 100644 index 000000000..206a3ea39 --- /dev/null +++ b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs @@ -0,0 +1,215 @@ +using ProjectM.Simulation; +using Unity.Entities; +using Unity.NetCode; +using UnityEngine; +using UnityEngine.UI; + +namespace ProjectM.Client +{ + /// + /// Client-only screen HUD. A managed presentation SystemBase () that builds + /// a uGUI overlay canvas in code and drives it from the LOCAL player ghost each frame: a health bar + /// (Health / EffectiveCharacterStats.MaxHealth), an ability-cooldown bar (AbilityCooldown vs NetworkTime + /// ServerTick + EffectiveAbilityStats.CooldownTicks), a live Husk threat count, and a DOWNED/RESPAWNING overlay + /// (the derived gate). Presentation only — no simulation, client world only. Bars are + /// RawImages over Texture2D.whiteTexture (always available; the fill width is the RectTransform's + /// anchorMax.x), so the HUD needs no sprite assets — only a resolved builtin font for the labels. + /// + [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] + [UpdateInGroup(typeof(PresentationSystemGroup))] + public partial class HudSystem : SystemBase + { + Canvas _canvas; + RectTransform _healthFill; + RectTransform _cooldownFill; + Text _healthText; + Text _threatText; + GameObject _respawnOverlay; + EntityQuery _huskQuery; + + protected override void OnCreate() + { + _huskQuery = GetEntityQuery(ComponentType.ReadOnly()); + } + + protected override void OnStartRunning() + { + if (_canvas == null) BuildHud(); + } + + protected override void OnDestroy() + { + if (_canvas != null) Object.Destroy(_canvas.gameObject); + } + + protected override void OnUpdate() + { + if (_canvas == null) return; + + bool haveTick = SystemAPI.TryGetSingleton(out var nt); + + bool found = false; + float hp = 0f, maxHp = 1f, cdFrac = 1f; + bool dead = false, shielded = false; + + foreach (var (health, effChar, effAbility, cd, invuln, entity) in + SystemAPI.Query, RefRO, RefRO, + RefRO, RefRO>() + .WithAll().WithEntityAccess()) + { + found = true; + hp = health.ValueRO.Current; + maxHp = effChar.ValueRO.MaxHealth > 0f ? effChar.ValueRO.MaxHealth : health.ValueRO.Max; + dead = SystemAPI.IsComponentEnabled(entity); + + // Cooldown fraction via wrap-safe NetworkTick compare (raw uint subtraction is unsafe across + // tick wraparound — the project convention, mirroring AbilityFireSystem/EnemyAISystem). + uint nextFire = cd.ValueRO.NextFireTick; + int cdTicks = effAbility.ValueRO.CooldownTicks; + var nextTick = new NetworkTick(nextFire); + cdFrac = (haveTick && nextFire != 0 && cdTicks > 0 && nextTick.IsValid && nextTick.IsNewerThan(nt.ServerTick)) + ? Mathf.Clamp01(1f - nextTick.TicksSince(nt.ServerTick) / (float)cdTicks) + : 1f; + + uint invulnUntil = invuln.ValueRO.UntilTick; + var invulnTick = new NetworkTick(invulnUntil); + shielded = haveTick && invulnUntil != 0 && invulnTick.IsValid && invulnTick.IsNewerThan(nt.ServerTick); + break; + } + + _canvas.enabled = found; + if (!found) return; + + float frac = maxHp > 0f ? Mathf.Clamp01(hp / maxHp) : 0f; + SetFill(_healthFill, frac); + var hc = _healthFill.GetComponent(); + if (hc != null) + hc.color = shielded + ? new Color(0.45f, 0.85f, 1f) + : Color.Lerp(new Color(0.92f, 0.16f, 0.16f), new Color(0.25f, 0.9f, 0.5f), frac); + if (_healthText != null) + _healthText.text = Mathf.CeilToInt(Mathf.Max(0f, hp)) + " / " + Mathf.CeilToInt(maxHp) + (shielded ? " SHIELDED" : ""); + + SetFill(_cooldownFill, cdFrac); + + if (_threatText != null) + _threatText.text = "HUSKS " + _huskQuery.CalculateEntityCount(); + + _respawnOverlay.SetActive(dead); + } + + static void SetFill(RectTransform fill, float frac) + { + if (fill == null) return; + var max = fill.anchorMax; + max.x = Mathf.Clamp01(frac); + fill.anchorMax = max; + } + + // ---- uGUI construction (code-built; no prefab/sprite assets) ---- + + void BuildHud() + { + var go = new GameObject("~HUD"); + _canvas = go.AddComponent(); + _canvas.renderMode = RenderMode.ScreenSpaceOverlay; + _canvas.sortingOrder = 100; + var scaler = go.AddComponent(); + scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + scaler.referenceResolution = new Vector2(1920, 1080); + go.AddComponent(); + + var font = GetFont(); + + // Health bar (bottom-left). + var hpBg = MakeBar("HealthBg", _canvas.transform, new Color(0f, 0f, 0f, 0.6f), + new Vector2(40, 46), new Vector2(440, 40)); + _healthFill = MakeFill("HealthFill", hpBg, new Color(0.25f, 0.9f, 0.5f)); + _healthText = MakeText("HealthText", hpBg, "100 / 100", 24, TextAnchor.MiddleCenter, Color.white, font); + + // Cooldown bar (just above health). + var cdBg = MakeBar("CooldownBg", _canvas.transform, new Color(0f, 0f, 0f, 0.55f), + new Vector2(40, 92), new Vector2(440, 14)); + _cooldownFill = MakeFill("CooldownFill", cdBg, new Color(0.4f, 0.8f, 1f)); + + // Threat count (top-right). + _threatText = MakeText("ThreatText", _canvas.transform, "HUSKS 0", 30, TextAnchor.UpperRight, + new Color(1f, 0.62f, 0.4f), font); + var trt = _threatText.rectTransform; + trt.anchorMin = new Vector2(1, 1); trt.anchorMax = new Vector2(1, 1); trt.pivot = new Vector2(1, 1); + trt.anchoredPosition = new Vector2(-40, -30); trt.sizeDelta = new Vector2(380, 50); + + // Downed / respawning overlay (full screen, toggled by Dead). + _respawnOverlay = new GameObject("RespawnOverlay", typeof(RectTransform)); + _respawnOverlay.transform.SetParent(_canvas.transform, false); + var ov = _respawnOverlay.AddComponent(); + ov.texture = Texture2D.whiteTexture; + ov.color = new Color(0.35f, 0f, 0f, 0.35f); + ov.raycastTarget = false; + Stretch((RectTransform)_respawnOverlay.transform); + var rtext = MakeText("RespawnText", _respawnOverlay.transform, "DOWNED - RESPAWNING", 56, + TextAnchor.MiddleCenter, new Color(1f, 0.45f, 0.4f), font); + Stretch(rtext.rectTransform); + _respawnOverlay.SetActive(false); + } + + static RectTransform MakeBar(string name, Transform parent, Color color, Vector2 anchoredPos, Vector2 size) + { + var go = new GameObject(name, typeof(RectTransform)); + go.transform.SetParent(parent, false); + var img = go.AddComponent(); + img.texture = Texture2D.whiteTexture; + img.color = color; + img.raycastTarget = false; + var rt = (RectTransform)go.transform; + rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.zero; rt.pivot = Vector2.zero; + rt.anchoredPosition = anchoredPos; rt.sizeDelta = size; + return rt; + } + + static RectTransform MakeFill(string name, RectTransform parent, Color color) + { + var go = new GameObject(name, typeof(RectTransform)); + go.transform.SetParent(parent, false); + var img = go.AddComponent(); + img.texture = Texture2D.whiteTexture; + img.color = color; + img.raycastTarget = false; + var rt = (RectTransform)go.transform; + rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.pivot = Vector2.zero; + rt.offsetMin = new Vector2(3, 3); rt.offsetMax = new Vector2(-3, -3); + return rt; + } + + static Text MakeText(string name, Transform parent, string text, int size, TextAnchor anchor, Color color, Font font) + { + var go = new GameObject(name, typeof(RectTransform)); + go.transform.SetParent(parent, false); + var t = go.AddComponent(); + t.text = text; + t.font = font; + t.fontSize = size; + t.alignment = anchor; + t.color = color; + t.horizontalOverflow = HorizontalWrapMode.Overflow; + t.verticalOverflow = VerticalWrapMode.Overflow; + t.raycastTarget = false; + Stretch(t.rectTransform); + return t; + } + + static void Stretch(RectTransform rt) + { + rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; + rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero; + } + + static Font GetFont() + { + Font f = Resources.GetBuiltinResource("LegacyRuntime.ttf"); + if (f == null) f = Resources.GetBuiltinResource("Arial.ttf"); + if (f == null) f = Font.CreateDynamicFontFromOSFont(new[] { "Arial", "Liberation Sans", "DejaVu Sans" }, 28); + return f; + } + } +} diff --git a/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs.meta b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs.meta new file mode 100644 index 000000000..353a384cc --- /dev/null +++ b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 67696deb509086a408e38872c904a8e6 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs b/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs index fd561b877..b5a1f06b7 100644 --- a/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs +++ b/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs @@ -30,6 +30,13 @@ namespace ProjectM.Client /// True while a locally-owned player exists to follow. public static bool HasTarget; + /// Accumulated camera-shake amplitude (world units), decayed each LateUpdate. Driven by + /// AddShake from the client combat-feedback layer (presentation only, netcode-safe - never the sim). + static float s_shake; + + /// Add a one-shot camera-shake impulse (clamped). Called by CombatFeedbackSystem on hits/deaths. + public static void AddShake(float amount) => s_shake = Mathf.Min(s_shake + amount, 0.8f); + [Header("Angle (degrees)")] [Range(10f, 89f)] public float Pitch = 45f; [Range(-180f, 180f)] public float Yaw = 0f; @@ -69,7 +76,13 @@ namespace ProjectM.Client Vector3 desired = target - (rot * Vector3.forward) * Distance; float k = FollowSharpness <= 0f ? 1f : 1f - Mathf.Exp(-FollowSharpness * Time.deltaTime); - transform.SetPositionAndRotation(Vector3.Lerp(transform.position, desired, k), rot); + Vector3 basePos = Vector3.Lerp(transform.position, desired, k); + if (s_shake > 0.0001f) + { + basePos += UnityEngine.Random.insideUnitSphere * s_shake; + s_shake = Mathf.Lerp(s_shake, 0f, 1f - Mathf.Exp(-12f * Time.deltaTime)); + } + transform.SetPositionAndRotation(basePos, rot); } } diff --git a/Assets/_Project/Scripts/Client/ProjectM.Client.asmdef b/Assets/_Project/Scripts/Client/ProjectM.Client.asmdef index 129669e82..2d7e65749 100644 --- a/Assets/_Project/Scripts/Client/ProjectM.Client.asmdef +++ b/Assets/_Project/Scripts/Client/ProjectM.Client.asmdef @@ -11,7 +11,8 @@ "Unity.NetCode", "Unity.Entities.Graphics", "Unity.InputSystem", - "Unity.Networking.Transport" + "Unity.Networking.Transport", + "UnityEngine.UI" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs new file mode 100644 index 000000000..13ad7a44f --- /dev/null +++ b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs @@ -0,0 +1,131 @@ +using ProjectM.Simulation; +using Unity.Burst; +using Unity.Collections; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; +using Unity.Transforms; + +namespace ProjectM.Server +{ + /// + /// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on + /// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain + /// — writing directly (replicated to clients + /// by the stock LocalTransform default variant; no hand-written [GhostField]). Ordered + /// [UpdateAfter(PredictedSimulationSystemGroup)] (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact appended this + /// tick is drained the following tick by (which runs inside the predicted + /// group on the server). No Simulate filter: interpolated ghosts are not predicted and the server has + /// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic + /// ; server fixed-step SystemAPI.Time.DeltaTime is correct here (not the + /// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer. + /// + [BurstCompile] + [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] + [UpdateInGroup(typeof(SimulationSystemGroup))] + [UpdateAfter(typeof(PredictedSimulationSystemGroup))] + public partial struct EnemyAISystem : ISystem + { + [BurstCompile] + public void OnCreate(ref SystemState state) + { + state.RequireForUpdate(); + state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly())); + } + + [BurstCompile] + public void OnUpdate(ref SystemState state) + { + // Snapshot living player targets once this tick (stable query order). + var playerEntities = new NativeList(Allocator.Temp); + var playerPositions = new NativeList(Allocator.Temp); + foreach (var (xform, health, entity) in + SystemAPI.Query, RefRO>() + .WithAll() + .WithEntityAccess()) + { + if (health.ValueRO.Current <= 0f) + continue; // don't chase or strike a corpse + playerEntities.Add(entity); + playerPositions.Add(xform.ValueRO.Position); + } + + if (playerEntities.Length == 0) + { + playerEntities.Dispose(); + playerPositions.Dispose(); + return; + } + + float dt = SystemAPI.Time.DeltaTime; + var serverTick = SystemAPI.GetSingleton().ServerTick; + var ecb = new EntityCommandBuffer(Allocator.Temp); + + foreach (var (xform, stats, cooldown) in + SystemAPI.Query, RefRO, RefRW>() + .WithAll()) + { + float3 pos = xform.ValueRO.Position; + + // Nearest living player (planar XZ). + int best = -1; + float bestSq = float.MaxValue; + for (int i = 0; i < playerPositions.Length; i++) + { + float2 d = playerPositions[i].xz - pos.xz; + float sq = math.lengthsq(d); + if (sq < bestSq) + { + bestSq = sq; + best = i; + } + } + + float3 targetPos = playerPositions[best]; + + // Seek: stop just inside strike range so the Husk holds position to attack. + float stopDistance = stats.ValueRO.AttackRange * 0.9f; + float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance); + float3 newPos = pos + vel * dt; + newPos.y = pos.y; // hold the movement plane + xform.ValueRW.Position = newPos; + + // Face the target (planar) for presentation. + float3 toTarget = targetPos - pos; + toTarget.y = 0f; + if (math.lengthsq(toTarget) > 1e-6f) + xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up()); + + // Strike on contact once the cooldown has elapsed. + if (EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange)) + { + uint nextRaw = cooldown.ValueRO.NextAttackTick; + bool ready = true; + if (nextRaw != 0) + { + var nextTick = new NetworkTick(nextRaw); + if (nextTick.IsValid && nextTick.IsNewerThan(serverTick)) + ready = false; + } + + if (ready) + { + ecb.AppendToBuffer(playerEntities[best], new DamageEvent + { + Amount = stats.ValueRO.AttackDamage, + SourceNetworkId = -1, // environment / Husk, not a player + }); + uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks); + cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks); + } + } + } + + ecb.Playback(state.EntityManager); + + ecb.Dispose(); + playerEntities.Dispose(); + playerPositions.Dispose(); + } + } +} diff --git a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs.meta b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs.meta new file mode 100644 index 000000000..d6b36c5ae --- /dev/null +++ b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5ab8a84c266f92b4c80b39ad9904a71d \ No newline at end of file diff --git a/Assets/_Project/Scripts/Server/Combat/HealthApplyDamageSystem.cs b/Assets/_Project/Scripts/Server/Combat/HealthApplyDamageSystem.cs index 1f11dc3f7..fb9d72065 100644 --- a/Assets/_Project/Scripts/Server/Combat/HealthApplyDamageSystem.cs +++ b/Assets/_Project/Scripts/Server/Combat/HealthApplyDamageSystem.cs @@ -32,6 +32,7 @@ namespace ProjectM.Server public void OnUpdate(ref SystemState state) { var ecb = new EntityCommandBuffer(Allocator.Temp); + bool haveTick = SystemAPI.TryGetSingleton(out var netTime); foreach (var (health, dmg, entity) in SystemAPI.Query, DynamicBuffer>() @@ -40,6 +41,21 @@ namespace ProjectM.Server if (dmg.Length == 0) continue; + // Respawn invulnerability: a freshly-recovered player ignores damage for a window. + if (haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent(entity)) + { + uint until = SystemAPI.GetComponent(entity).UntilTick; + if (until != 0) + { + var untilTick = new NetworkTick(until); + if (untilTick.IsValid && untilTick.IsNewerThan(netTime.ServerTick)) + { + dmg.Clear(); + continue; + } + } + } + float total = 0f; for (int i = 0; i < dmg.Length; i++) total += dmg[i].Amount; @@ -57,7 +73,7 @@ namespace ProjectM.Server health.ValueRW.Current = newHp; // Server-authoritative death: training dummies despawn; player death is deferred (clamp only). - if (health.ValueRO.Current <= 0f && SystemAPI.HasComponent(entity)) + if (health.ValueRO.Current <= 0f && (SystemAPI.HasComponent(entity) || SystemAPI.HasComponent(entity))) ecb.DestroyEntity(entity); } diff --git a/Assets/_Project/Scripts/Server/Combat/PlayerRespawnSystem.cs b/Assets/_Project/Scripts/Server/Combat/PlayerRespawnSystem.cs new file mode 100644 index 000000000..e9342cb54 --- /dev/null +++ b/Assets/_Project/Scripts/Server/Combat/PlayerRespawnSystem.cs @@ -0,0 +1,80 @@ +using ProjectM.Simulation; +using Unity.Burst; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; +using Unity.Transforms; + +namespace ProjectM.Server +{ + /// + /// Server-authoritative player death→respawn timing. The "is dead" GATE is derived every predicted tick from + /// replicated Health by (so movement/aim/fire stop on both server and + /// owner-client); THIS system owns the timer + the authoritative recovery. Runs server-only in the plain + /// AFTER the predicted group, so it observes this tick's post-damage Health. + /// On first seeing Health<=0 it schedules a respawn tick; once due it refills Health to the effective max and + /// repositions the player to its deterministic base spawn slot (). Health.Current + /// (GhostField) + LocalTransform replicate, so the recovery reaches clients and the derived Dead clears. + /// + [BurstCompile] + [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] + [UpdateInGroup(typeof(SimulationSystemGroup))] + [UpdateAfter(typeof(PredictedSimulationSystemGroup))] + public partial struct PlayerRespawnSystem : ISystem + { + [BurstCompile] + public void OnCreate(ref SystemState state) + { + state.RequireForUpdate(); + state.RequireForUpdate(); + } + + [BurstCompile] + public void OnUpdate(ref SystemState state) + { + var serverTick = SystemAPI.GetSingleton().ServerTick; + if (!serverTick.IsValid) + return; + uint now = serverTick.TickIndexForValidTick; + + var spawner = SystemAPI.GetSingleton(); + float3 center = spawner.SpawnPoint; + if (SystemAPI.TryGetSingleton(out var baseAnchor)) + center = BaseGridMath.PlotCenter(baseAnchor); + + foreach (var (health, respawn, invuln, xform, owner, eff) in + SystemAPI.Query, RefRW, RefRW, RefRW, + RefRO, RefRO>() + .WithAll()) + { + if (health.ValueRO.Current > 0f) + { + respawn.ValueRW.RespawnTick = 0; // alive: clear any pending schedule + continue; + } + + // Dead this tick. + if (respawn.ValueRO.RespawnTick == 0) + { + // Just died: schedule the recovery. + respawn.ValueRW.RespawnTick = RespawnMath.RespawnTick(now, respawn.ValueRO.DelayTicks); + } + else if (RespawnMath.IsDue(now, respawn.ValueRO.RespawnTick)) + { + // Recover: full health at the deterministic base spawn slot. + float maxHealth = eff.ValueRO.MaxHealth > 0f ? eff.ValueRO.MaxHealth : health.ValueRO.Max; + health.ValueRW.Current = maxHealth; + + float3 pos = center + PlayerSpawnMath.SpawnOffset( + owner.ValueRO.NetworkId, spawner.SpawnRingRadius, spawner.RingSlots); + xform.ValueRW.Position = pos; + + // Grant brief post-respawn damage immunity so the swarm can't instantly re-kill. + invuln.ValueRW.UntilTick = TickUtil.NonZero(now + (uint)math.max(0, respawn.ValueRO.InvulnTicks)); + + respawn.ValueRW.RespawnTick = 0; + } + } + } + } +} diff --git a/Assets/_Project/Scripts/Server/Combat/PlayerRespawnSystem.cs.meta b/Assets/_Project/Scripts/Server/Combat/PlayerRespawnSystem.cs.meta new file mode 100644 index 000000000..32f02a6c4 --- /dev/null +++ b/Assets/_Project/Scripts/Server/Combat/PlayerRespawnSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bddd5fecdba7e6c45853f4360acdbe74 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs b/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs new file mode 100644 index 000000000..5e278c149 --- /dev/null +++ b/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs @@ -0,0 +1,106 @@ +using ProjectM.Simulation; +using Unity.Burst; +using Unity.Collections; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; +using Unity.Transforms; + +namespace ProjectM.Server +{ + /// + /// Server-only Husk wave/threat director: a state machine that escalates the swarm. In Lull it waits + /// until the lull timer expires, then starts the next wave (count = BaseCount + (wave-1)*CountPerWave). In + /// Spawning it spawns one Husk every SpawnIntervalTicks at a deterministic ring slot around the + /// , round-robin over the pool, until the wave is fully + /// spawned; then it waits for the field to be cleared (no live ) before returning to + /// Lull. Plain , server-authoritative (Husks are interpolated ghosts). + /// Replaces the flat EnemySpawnSystem sustain. Tick gating uses the wrap-safe + /// compare + . + /// + [BurstCompile] + [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] + [UpdateInGroup(typeof(SimulationSystemGroup))] + public partial struct WaveSystem : ISystem + { + EntityQuery m_AliveHusks; + + [BurstCompile] + public void OnCreate(ref SystemState state) + { + state.RequireForUpdate(); + state.RequireForUpdate(); + state.RequireForUpdate(); + m_AliveHusks = state.GetEntityQuery(ComponentType.ReadOnly()); + } + + [BurstCompile] + public void OnUpdate(ref SystemState state) + { + var serverTick = SystemAPI.GetSingleton().ServerTick; + if (!serverTick.IsValid) + return; + uint now = serverTick.TickIndexForValidTick; + + var director = SystemAPI.GetSingleton(); + var directorEntity = SystemAPI.GetSingletonEntity(); + var prefabs = SystemAPI.GetBuffer(directorEntity); + if (prefabs.Length == 0) + return; + + var wave = SystemAPI.GetComponent(directorEntity); + + // Ring centre on the base plot when present. + float3 center = new float3(0f, 1f, 0f); + if (SystemAPI.TryGetSingleton(out var baseAnchor)) + center = BaseGridMath.PlotCenter(baseAnchor); + + // Due when no action is scheduled yet (NextActionTick 0) or the scheduled tick is at/behind now. + bool dueNow = wave.NextActionTick == 0 || !new NetworkTick(wave.NextActionTick).IsNewerThan(serverTick); + + if (wave.Phase == WavePhase.Lull) + { + if (dueNow) + { + // Start the next (bigger) wave. + wave.WaveNumber += 1; + wave.RemainingToSpawn = + math.max(1, director.BaseCount + (wave.WaveNumber - 1) * director.CountPerWave); + wave.Phase = WavePhase.Spawning; + wave.NextActionTick = TickUtil.NonZero(now); // spawn the first Husk this tick + } + } + else // Spawning + { + if (wave.RemainingToSpawn > 0) + { + if (dueNow) + { + int slots = math.max(1, director.RingSlots); + int prefabIdx = wave.SpawnCounter % prefabs.Length; + float3 pos = EnemyAIMath.RingPosition(center, wave.SpawnCounter, slots, director.RingRadius); + pos.y = center.y; + + var ecb = new EntityCommandBuffer(Allocator.Temp); + var husk = ecb.Instantiate(prefabs[prefabIdx].Prefab); + ecb.SetComponent(husk, LocalTransform.FromPosition(pos)); + ecb.Playback(state.EntityManager); + ecb.Dispose(); + + wave.SpawnCounter += 1; + wave.RemainingToSpawn -= 1; + wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.SpawnIntervalTicks)); + } + } + else if (m_AliveHusks.CalculateEntityCount() == 0) + { + // Wave cleared: calm before the next. + wave.Phase = WavePhase.Lull; + wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks)); + } + } + + SystemAPI.SetComponent(directorEntity, wave); + } + } +} diff --git a/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs.meta b/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs.meta new file mode 100644 index 000000000..c25b53c9c --- /dev/null +++ b/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e9cc4f5328b0b794f965c102019f888a \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Combat/AbilityFireSystem.cs b/Assets/_Project/Scripts/Simulation/Combat/AbilityFireSystem.cs index 7a90722c2..4c6c819fe 100644 --- a/Assets/_Project/Scripts/Simulation/Combat/AbilityFireSystem.cs +++ b/Assets/_Project/Scripts/Simulation/Combat/AbilityFireSystem.cs @@ -68,7 +68,7 @@ namespace ProjectM.Simulation if (isServer) { foreach (var dummyTransform in - SystemAPI.Query>().WithAll()) + SystemAPI.Query>().WithAny()) { candidatePositions.Add(dummyTransform.ValueRO.Position); } @@ -81,7 +81,7 @@ namespace ProjectM.Simulation SystemAPI.Query, RefRO, RefRO, RefRO, RefRO, RefRW, RefRO>() - .WithAll() + .WithAll().WithDisabled() .WithEntityAccess()) { // The InputEvent on the component carries the per-tick delta: set => fired this tick. @@ -162,7 +162,7 @@ namespace ProjectM.Simulation // Earliest raw tick the player may fire again. Clamp cooldown to >= 1 tick. uint cooldownTicks = (uint)math.max(1, eff.ValueRO.CooldownTicks); - cd.ValueRW.NextFireTick = serverTick.TickIndexForValidTick + cooldownTicks; + cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks); } ecb.Playback(state.EntityManager); diff --git a/Assets/_Project/Scripts/Simulation/Combat/EnemyAIMath.cs b/Assets/_Project/Scripts/Simulation/Combat/EnemyAIMath.cs new file mode 100644 index 000000000..21b16959a --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/EnemyAIMath.cs @@ -0,0 +1,54 @@ +using Unity.Mathematics; + +namespace ProjectM.Simulation +{ + /// + /// Pure, deterministic Husk AI math — no RNG, no wall-clock — so server simulation stays reproducible and + /// the helpers are EditMode-unit-testable without an ECS world (mirrors / + /// StatMath). + /// + public static class EnemyAIMath + { + /// + /// Planar (XZ) seek velocity from toward at + /// . Y is forced to 0 (top-down plane). Returns zero once within + /// (so the Husk halts at strike range instead of jittering through the + /// target) or when the two points coincide. + /// + public static float3 SeekVelocity(float3 from, float3 to, float speed, float stopDistance) + { + float3 d = to - from; + d.y = 0f; + float distSq = math.lengthsq(d); + if (distSq <= stopDistance * stopDistance || distSq < 1e-8f) + return float3.zero; + return math.normalize(d) * speed; + } + + /// + /// True when is within of on the + /// XZ plane. + /// + public static bool InAttackRange(float3 from, float3 to, float range) + { + float3 d = to - from; + d.y = 0f; + return math.lengthsq(d) <= range * range; + } + + /// + /// Deterministic planar ring position around for spawn + /// : evenly spaced over angles at + /// . Stable per index so a replayed spawn lands identically. + /// + public static float3 RingPosition(float3 center, int index, int slots, float radius) + { + if (slots < 1) + slots = 1; + int slot = ((index % slots) + slots) % slots; + float angle = (2f * math.PI * slot) / slots; + math.sincos(angle, out float s, out float c); + return center + new float3(c * radius, 0f, s * radius); + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Combat/EnemyAIMath.cs.meta b/Assets/_Project/Scripts/Simulation/Combat/EnemyAIMath.cs.meta new file mode 100644 index 000000000..08eac8c4c --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/EnemyAIMath.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7db18ae1e3adab1448a9769b002fb9cd \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Combat/EnemyComponents.cs b/Assets/_Project/Scripts/Simulation/Combat/EnemyComponents.cs new file mode 100644 index 000000000..c3b6e11c5 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/EnemyComponents.cs @@ -0,0 +1,43 @@ +using Unity.Entities; + +namespace ProjectM.Simulation +{ + /// + /// Marks a Husk enemy: a server-simulated, OWNERLESS INTERPOLATED ghost that seeks the nearest player + /// and strikes on contact. Damageable like the training dummy (Health/HitRadius/DamageEvent), but unlike + /// the dummy it IS a replicated ghost, so every client sees it. Movement is server-authoritative — written + /// to LocalTransform in the plain SimulationSystemGroup (interpolated ghosts are NOT predicted) and + /// replicated via the stock LocalTransform default variant (no hand-written [GhostField]). Spawned by + /// the (round-robin over Husk variants). + /// + public struct EnemyTag : IComponentData { } + + /// + /// Baked Husk tunables — identical on both worlds, not replicated (only server systems read them). Different + /// Husk variants (Grunt / Swarmer / Brute) are just different baked values of this component. + /// + public struct EnemyStats : IComponentData + { + /// Planar seek speed toward the target, world units/second. + public float MoveSpeed; + + /// Centre-to-centre distance at which the Husk can strike a player. + public float AttackRange; + + /// Damage dealt per strike. + public float AttackDamage; + + /// Simulation ticks between strikes. + public int AttackCooldownTicks; + } + + /// + /// Server-only per-Husk attack gate. Raw tick value of the earliest tick it may strike again; 0 = + /// ready. Compared by wrapping into a (raw subtraction is unsafe + /// across tick wraparound), mirroring . Not replicated. + /// + public struct EnemyAttackCooldown : IComponentData + { + public uint NextAttackTick; + } +} diff --git a/Assets/_Project/Scripts/Simulation/Combat/EnemyComponents.cs.meta b/Assets/_Project/Scripts/Simulation/Combat/EnemyComponents.cs.meta new file mode 100644 index 000000000..b7d0ac69a --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/EnemyComponents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d06ea439174f0cd45b95e9a6e02c14bf \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Combat/TickUtil.cs b/Assets/_Project/Scripts/Simulation/Combat/TickUtil.cs new file mode 100644 index 000000000..8ce2cec4c --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/TickUtil.cs @@ -0,0 +1,17 @@ +namespace ProjectM.Simulation +{ + /// + /// Shared tick helpers for the project-wide convention that a stored raw "next tick" value of 0 means + /// "ready / nothing pending". A computed absolute tick (ServerTick + delay) can legitimately equal 0 at + /// wraparound, which would be misread as "ready"; coerces it to 1 (a + /// 1-tick error only at the single wrap instant). Mirrors the guard already inlined in + /// , applied consistently at every cooldown/spawn "next tick" write + /// (AbilityCooldown.NextFireTick, EnemyAttackCooldown.NextAttackTick, + /// EnemySpawner.NextSpawnTick). + /// + public static class TickUtil + { + /// Coerce a computed raw tick of 0 to 1 so it never collides with the "0 = ready" sentinel. + public static uint NonZero(uint tick) => tick == 0u ? 1u : tick; + } +} diff --git a/Assets/_Project/Scripts/Simulation/Combat/TickUtil.cs.meta b/Assets/_Project/Scripts/Simulation/Combat/TickUtil.cs.meta new file mode 100644 index 000000000..64d8ed325 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/TickUtil.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3cea93829504a584fabb291b2d559f2f \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Combat/WaveComponents.cs b/Assets/_Project/Scripts/Simulation/Combat/WaveComponents.cs new file mode 100644 index 000000000..0b125f6dc --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/WaveComponents.cs @@ -0,0 +1,47 @@ +using Unity.Entities; + +namespace ProjectM.Simulation +{ + /// + /// Baked config for the Husk wave/threat director (singleton). The director escalates: wave N spawns + /// BaseCount + (N-1)*CountPerWave Husks (round-robin over the pool) at a + /// deterministic ring around the , one every SpawnIntervalTicks; once a wave is + /// cleared the field stays calm for LullTicks before the next, bigger wave. Replaces the flat sustain. + /// + public struct WaveDirector : IComponentData + { + public float RingRadius; + public int RingSlots; + public int BaseCount; + public int CountPerWave; + public int SpawnIntervalTicks; + public int LullTicks; + } + + /// Baked pool of Husk prefab variants the director draws from round-robin (Grunt / Swarmer / Brute / ...). + public struct WaveEnemyPrefab : IBufferElementData + { + public Entity Prefab; + } + + /// Phase constants for . + public static class WavePhase + { + public const byte Lull = 0; + public const byte Spawning = 1; + } + + /// + /// Runtime state of the wave director (server-only singleton; not replicated). Tracks the current wave, the + /// phase (lull vs spawning), the next action tick, how many Husks remain to spawn this wave, and a monotonic + /// spawn counter (drives the ring slot + the round-robin prefab pick). + /// + public struct WaveState : IComponentData + { + public int WaveNumber; + public byte Phase; + public uint NextActionTick; + public int RemainingToSpawn; + public int SpawnCounter; + } +} diff --git a/Assets/_Project/Scripts/Simulation/Combat/WaveComponents.cs.meta b/Assets/_Project/Scripts/Simulation/Combat/WaveComponents.cs.meta new file mode 100644 index 000000000..b93e84b47 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Combat/WaveComponents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1999bc9f9b3f2ac4da59d1e8f51849be \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/DeathComponents.cs b/Assets/_Project/Scripts/Simulation/Player/DeathComponents.cs new file mode 100644 index 000000000..71a46b9f2 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/DeathComponents.cs @@ -0,0 +1,42 @@ +using Unity.Entities; +using Unity.NetCode; + +namespace ProjectM.Simulation +{ + /// + /// Enableable, LOCAL (not replicated) "is dead" gate for a player. Derived every predicted tick from the + /// replicated by (Dead == Health.Current <= 0) — + /// exactly the derive-don't-replicate idiom of /StatRecomputeSystem, + /// so it is identical on server + owner-predicted client and rollback-correct with no replicated enabled bit. + /// Baked DISABLED (the player spawns alive). Movement/aim/fire systems query .WithDisabled<Dead>() + /// so a dead player is frozen and can't act. + /// + public struct Dead : IComponentData, IEnableableComponent { } + + /// + /// Server-only respawn timer for a player. NOT replicated — recovery is server-authoritative and the refilled + /// (GhostField) + repositioned LocalTransform replicate instead. + /// == 0 means "no respawn pending / alive"; is the baked down-time before recovery. + /// + public struct RespawnState : IComponentData + { + /// Raw server tick at which to respawn; 0 = none pending. + public uint RespawnTick; + + /// Ticks the player stays down before recovering (~60 ticks/sec). + public int DelayTicks; + + /// Ticks of post-respawn damage immunity granted on recovery (~60 ticks/sec). + public int InvulnTicks; + } + + /// + /// Replicated post-respawn damage-immunity window. UntilTick = the raw server tick until which the + /// player ignores damage; 0 = none. Set server-side by PlayerRespawnSystem on recovery, enforced by + /// HealthApplyDamageSystem, and a [GhostField] so the client HUD can show a SHIELDED cue. + /// + public struct RespawnInvuln : IComponentData + { + [GhostField] public uint UntilTick; + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/DeathComponents.cs.meta b/Assets/_Project/Scripts/Simulation/Player/DeathComponents.cs.meta new file mode 100644 index 000000000..4a358d6c9 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/DeathComponents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3bd1e4b63cf826446b85d11124bc291b \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerAimSystem.cs b/Assets/_Project/Scripts/Simulation/Player/PlayerAimSystem.cs index 1c91c1c70..52e0c7ebd 100644 --- a/Assets/_Project/Scripts/Simulation/Player/PlayerAimSystem.cs +++ b/Assets/_Project/Scripts/Simulation/Player/PlayerAimSystem.cs @@ -22,7 +22,7 @@ namespace ProjectM.Simulation { foreach (var (facing, transform, input) in SystemAPI.Query, RefRW, RefRO>() - .WithAll()) + .WithAll().WithDisabled()) { float2 aim = input.ValueRO.Aim; if (math.lengthsq(aim) < 1e-6f) diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs b/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs index 785be46c1..1874acddf 100644 --- a/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs +++ b/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs @@ -24,7 +24,7 @@ namespace ProjectM.Simulation { foreach (var (control, input, stats) in SystemAPI.Query, RefRO, RefRO>() - .WithAll()) + .WithAll().WithDisabled()) { control.ValueRW.MoveVelocity = CharacterControlMath.DesiredMovement(input.ValueRO.Move, stats.ValueRO.MoveSpeed); diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs b/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs new file mode 100644 index 000000000..e8aa0fbfb --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs @@ -0,0 +1,42 @@ +using Unity.Burst; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; + +namespace ProjectM.Simulation +{ + /// + /// Derives the LOCAL enableable gate from the replicated every predicted + /// tick (Dead == Health.Current <= 0). Runs in BOTH worlds inside + /// , BEFORE movement/aim/fire, so a dead player is excluded from + /// those systems (which query .WithDisabled<Dead>()) on the server AND the owner-predicting client. + /// Because it is a pure function of the already-replicated, reconciled Health (the same derive-don't-replicate + /// pattern as ), the gate is identical across server, owner-client, and rollback + /// — no replicated enabled bit required. Also zeroes while dead so + /// the kinematic character holds still (the movement system is skipped and would otherwise coast on stale + /// velocity). The authoritative recovery (Health refill + reposition) is owned server-side by + /// PlayerRespawnSystem. Visits dead players too via .WithPresent<Dead>() (required to write + /// the enabled bit on an entity whose Dead is currently disabled). + /// + [UpdateInGroup(typeof(PredictedSimulationSystemGroup))] + [UpdateBefore(typeof(PlayerControlSystem))] + [UpdateBefore(typeof(PlayerAimSystem))] + [BurstCompile] + public partial struct PlayerDeathStateSystem : ISystem + { + [BurstCompile] + public void OnUpdate(ref SystemState state) + { + foreach (var (health, control, deadEnabled) in + SystemAPI.Query, RefRW, EnabledRefRW>() + .WithAll() + .WithPresent()) + { + bool isDead = health.ValueRO.Current <= 0f; + deadEnabled.ValueRW = isDead; + if (isDead) + control.ValueRW.MoveVelocity = float3.zero; + } + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs.meta b/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs.meta new file mode 100644 index 000000000..90c45ef51 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 65930c35d657ce84fbce6f1130efb441 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/RespawnMath.cs b/Assets/_Project/Scripts/Simulation/Player/RespawnMath.cs new file mode 100644 index 000000000..bf8253546 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/RespawnMath.cs @@ -0,0 +1,36 @@ +using Unity.Mathematics; + +namespace ProjectM.Simulation +{ + /// + /// Pure, deterministic respawn-timer math (no RNG, no wall-clock) — unit-testable in EditMode without a netcode + /// world (mirrors / ). Ticks are the server's monotonic + /// simulation ticks; a stored value of 0 means "no respawn pending / alive". Comparisons use a wrap-safe signed-delta (modular) compare — matching + /// semantics — so they hold across the uint tick wraparound. + /// + public static class RespawnMath + { + /// + /// The tick at which a death at should respawn, given + /// (clamped to >= 1). Never returns 0 (0 is the "no respawn pending" + /// sentinel), so a death exactly at tick 0 still schedules a recovery. + /// + public static uint RespawnTick(uint deathTick, int delayTicks) + { + uint delay = (uint)math.max(1, delayTicks); + uint t = deathTick + delay; + return t == 0u ? 1u : t; + } + + /// + /// True when has reached/passed a scheduled (and one + /// is actually scheduled, i.e. non-zero). + /// + public static bool IsDue(uint now, uint respawnTick) + { + // Wrap-safe modular compare (signed delta), NOT a raw `now >= respawnTick` (which is unsafe at the + // uint tick wraparound). Matches NetworkTick.IsNewerThan; keeps this helper pure-uint + unit-testable. + return respawnTick != 0u && (int)(now - respawnTick) >= 0; + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/RespawnMath.cs.meta b/Assets/_Project/Scripts/Simulation/Player/RespawnMath.cs.meta new file mode 100644 index 000000000..0486a3b8c --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/RespawnMath.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 128d07bd94a16ab40b8a71bdf4f3e4cf \ No newline at end of file diff --git a/Assets/_Project/Subscenes/Gameplay.unity b/Assets/_Project/Subscenes/Gameplay.unity index 61cc44a69..08436a8ca 100644 --- a/Assets/_Project/Subscenes/Gameplay.unity +++ b/Assets/_Project/Subscenes/Gameplay.unity @@ -327,6 +327,60 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!1 &1301940439 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1301940441} + - component: {fileID: 1301940442} + m_Layer: 0 + m_Name: WaveDirector + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &1301940441 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1301940439} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &1301940442 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1301940439} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f0c287a066ae43b42b2bf1e1ccaa48bc, type: 3} + m_Name: + m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.WaveDirectorAuthoring + EnemyPrefabs: + - {fileID: 3885353946372160549, guid: 84c92c40b6b720441ac3a78870c0bba4, type: 3} + - {fileID: 3885353946372160549, guid: 9855c5a5d578bb74ba2fb0d41a73a3b9, type: 3} + - {fileID: 3885353946372160549, guid: 1bc4c3736da534a42a7040fcbe9c92d5, type: 3} + RingRadius: 16 + RingSlots: 10 + BaseCount: 4 + CountPerWave: 2 + SpawnIntervalTicks: 24 + LullTicks: 240 --- !u!1 &1379903944 GameObject: m_ObjectHideFlags: 0 @@ -852,3 +906,4 @@ SceneRoots: - {fileID: 691660676} - {fileID: 874705788} - {fileID: 1930969067} + - {fileID: 1301940441} diff --git a/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs b/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs new file mode 100644 index 000000000..83f52fce7 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs @@ -0,0 +1,79 @@ +using NUnit.Framework; +using ProjectM.Simulation; +using Unity.Mathematics; + +namespace ProjectM.Tests +{ + /// + /// Pure-function tests for (no ECS world), mirroring PlayerSpawnRingTests / + /// StatMathTests. Pins the deterministic Husk seek / strike / spawn-ring math the server AI relies on. + /// + public class EnemyAIMathTests + { + const float Eps = 1e-4f; + + [Test] + public void SeekVelocity_MovesTowardTarget_AtSpeed() + { + var v = EnemyAIMath.SeekVelocity(new float3(0, 1, 0), new float3(10, 1, 0), 4f, 0.5f); + Assert.AreEqual(4f, math.length(v), Eps); + Assert.Greater(v.x, 0f); + Assert.AreEqual(0f, v.y, Eps); + Assert.AreEqual(0f, v.z, Eps); + } + + [Test] + public void SeekVelocity_IgnoresVerticalSeparation() + { + // Target directly above (same XZ) is within stop distance on the plane -> no movement. + var v = EnemyAIMath.SeekVelocity(new float3(0, 0, 0), new float3(0, 50, 0), 4f, 0.5f); + Assert.AreEqual(0f, math.length(v), Eps); + } + + [Test] + public void SeekVelocity_ZeroWithinStopDistance() + { + var v = EnemyAIMath.SeekVelocity(new float3(0, 1, 0), new float3(0.3f, 1, 0), 4f, 0.5f); + Assert.AreEqual(0f, math.length(v), Eps); + } + + [Test] + public void InAttackRange_TrueInside_FalseOutside() + { + Assert.IsTrue(EnemyAIMath.InAttackRange(new float3(0, 1, 0), new float3(1.0f, 1, 0), 1.5f)); + Assert.IsFalse(EnemyAIMath.InAttackRange(new float3(0, 1, 0), new float3(2.0f, 1, 0), 1.5f)); + } + + [Test] + public void InAttackRange_IgnoresVertical() + { + // Same XZ, large Y gap -> still in range on the plane. + Assert.IsTrue(EnemyAIMath.InAttackRange(new float3(0, 0, 0), new float3(0, 99, 0), 1.5f)); + } + + [Test] + public void RingPosition_OnRadius_AroundCenter() + { + var center = new float3(5, 1, -3); + var p = EnemyAIMath.RingPosition(center, 0, 8, 6f); + var d = p - center; + Assert.AreEqual(6f, math.length(new float2(d.x, d.z)), Eps); // planar distance == radius + Assert.AreEqual(center.y, p.y, Eps); // stays on the plane + // index 0, slots 8 -> angle 0 -> offset (+radius, 0, 0) + Assert.AreEqual(center.x + 6f, p.x, Eps); + Assert.AreEqual(center.z, p.z, Eps); + } + + [Test] + public void RingPosition_Deterministic_And_Distinct() + { + var c = float3.zero; + var a = EnemyAIMath.RingPosition(c, 1, 8, 4f); + var b = EnemyAIMath.RingPosition(c, 1, 8, 4f); + Assert.AreEqual(a.x, b.x, Eps); + Assert.AreEqual(a.z, b.z, Eps); + var other = EnemyAIMath.RingPosition(c, 2, 8, 4f); + Assert.Greater(math.distance(a, other), 1e-3f); + } + } +} diff --git a/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs.meta b/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs.meta new file mode 100644 index 000000000..c528401d1 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d03b0dfede8436640a8bb615183d72b3 \ No newline at end of file diff --git a/Assets/_Project/Tests/EditMode/RespawnMathTests.cs b/Assets/_Project/Tests/EditMode/RespawnMathTests.cs new file mode 100644 index 000000000..d062f5420 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/RespawnMathTests.cs @@ -0,0 +1,46 @@ +using NUnit.Framework; +using ProjectM.Simulation; + +namespace ProjectM.Tests +{ + /// + /// Pure-function tests for (no ECS world), mirroring PlayerSpawnRingTests / + /// EnemyAIMathTests. Pins the deterministic player respawn-timer math. + /// + public class RespawnMathTests + { + [Test] + public void RespawnTick_AddsDelay() + { + Assert.AreEqual(1180u, RespawnMath.RespawnTick(1000u, 180)); + } + + [Test] + public void RespawnTick_ClampsDelayToAtLeastOne() + { + Assert.AreEqual(1001u, RespawnMath.RespawnTick(1000u, 0)); + Assert.AreEqual(1001u, RespawnMath.RespawnTick(1000u, -5)); + } + + [Test] + public void RespawnTick_NeverReturnsZeroSentinel() + { + // A death exactly at tick 0 must still schedule a non-zero recovery tick. + Assert.AreNotEqual(0u, RespawnMath.RespawnTick(0u, 1)); + } + + [Test] + public void IsDue_FalseBefore_TrueAtOrAfter() + { + Assert.IsFalse(RespawnMath.IsDue(1100u, 1180u)); + Assert.IsTrue(RespawnMath.IsDue(1180u, 1180u)); + Assert.IsTrue(RespawnMath.IsDue(1200u, 1180u)); + } + + [Test] + public void IsDue_FalseWhenNoneScheduled() + { + Assert.IsFalse(RespawnMath.IsDue(99999u, 0u)); + } + } +} diff --git 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{fileID: 228729546} diff --git a/Assets/_Recovery/0 (1).unity.meta b/Assets/_Recovery/0 (1).unity.meta new file mode 100644 index 000000000..93b0c3094 --- /dev/null +++ b/Assets/_Recovery/0 (1).unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0fe52647b96a13b44bf3463918bbff93 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/CLAUDE.md b/CLAUDE.md index 548c2764f..52d7901ae 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -82,6 +82,15 @@ Root namespace: **`ProjectM`**. Code lives under `Assets/_Project/Scripts/` in f - **`execute_code` runs as a method body** — **no `using` directives** (they parse as statements → "Identifier expected"); fully-qualify every type (`Unity.Entities.World`, `ProjectM.Simulation.BaseAnchor`, …). Also: world flags overlap a shared `Game` bit, so identify worlds by `world.Name == "ServerWorld"/"ClientWorld"` rather than `(Flags & GameServer)`. - **An unfocused editor throttles Edit mode to near-idle** → MCP pings time out and the bridge looks hung (it still *queues* commands — `telemetry_ping` succeeds). `Application.runInBackground` only helps in **Play** mode. If it wedges, focus or restart the editor; don't pile `refresh_unity` calls onto a blocked main thread. Prefer `refresh_unity scope=scripts` for code-only changes (`scope=all force` is heavy and contributed to a mid-session hang). +### Build gotchas (learned — M5.5 game feel & identity, 2026-06-02) + +- **Move an ownerless INTERPOLATED enemy ghost SERVER-ONLY in the plain `SimulationSystemGroup`, never in `PredictedSimulationSystemGroup`** (interpolated ghosts aren't predicted; the server has no rollback). Use `[UpdateAfter(PredictedSimulationSystemGroup)]`, **NOT `[UpdateBefore]`** — the predicted group is **OrderFirst** in `SimulationSystemGroup`, so `UpdateBefore`/`After` *it* is silently *ignored* (Unity logs "Ignoring invalid UpdateBefore… OrderFirst/OrderLast has higher precedence"). A plain-`SimulationSystemGroup` server system therefore always runs **after** the predicted group, so a contact `DamageEvent` it appends drains the **following** tick (~16ms, fine for melee). Stock `LocalTransform` replication carries position — **no hand-written `[GhostField]`**. Build the enemy ghost by **duplicating an existing interpolated ghost** (`UpgradePickup.prefab` → `Enemy.prefab`) so the ownerless/interpolated `GhostAuthoringComponent` comes free — the training dummy is **not** a ghost (server-only → invisible to clients). See [[DR-009_GameFeel_Identity_FirstBlood]]. +- **Derive an enableable gate from already-replicated state instead of replicating it.** Player `Dead` = a LOCAL enableable derived every predicted tick from the replicated `Health<=0` (`PlayerDeathStateSystem`, runs in **both** worlds, before movement/aim/fire) — the same derive-don't-replicate idiom as `StatRecomputeSystem`/`EffectiveCharacterStats`; rollback-correct on server + owner-client with **no `[GhostEnabledBit]`**. To write the bit on a currently-disabled entity the query must visit it: `.WithPresent()` (write) vs `.WithDisabled()` (alive-only run); `.WithAll()` ANDs independently. **Bake the enableable DISABLED** (`AddComponent(e); SetComponentEnabled(e, false);` in the baker) so instances spawn in the off state (instantiated entities inherit the prefab's enabled state). Respawn TIMING is server-only (`SimulationSystemGroup`, after the predicted group). +- **All juice/HUD = client-only managed `SystemBase` in `PresentationSystemGroup`** (once per frame, no rollback double-fire) that OBSERVES replicated state — never mutates the sim. Read ECS via `SystemAPI.Query` inside `OnUpdate` + `EntityManager.CompleteDependencyBeforeRO()` — NOT from a MonoBehaviour `LateUpdate` (that throws the job-safety exception the camera rig hit). `Entity` is a stable client dict key for a ghost's lifetime — **prune the cache each frame** (a pruned enemy = a kill → death VFX at its last pos; **never `DestroyEntity` a ghost from the client** — `GhostDespawnSystem` owns despawn). Netcode-safe "hit-stop" = a camera punch, **never `Time.timeScale`** (it would corrupt the deterministic sim). +- **Asset-free presentation:** procedural `AudioClip.Create` SFX; a runtime `ParticleSystem` pool (Sprites/Default material + HDR start color so bursts bloom); a code-built uGUI HUD (`RawImage` over `Texture2D.whiteTexture` for anchor-driven bars + legacy `Text` with `Resources.GetBuiltinResource("LegacyRuntime.ttf")`). To edit a prefab asset's component in code: `PrefabUtility.LoadPrefabContents` → modify → **`SaveAsPrefabAsset(root, path)`** → `UnloadPrefabContents` (`SavePrefabAsset` rejects the contents root — "Can't save a Prefab instance"). Watch **shared-material bleed** when re-tinting (`M_Dummy` doubled as the wall material → orange walls; Husks got their own `M_Husk`). **ACES tonemapping needs the URP asset color grading mode = HDR** (`m_ColorGradingMode = 1`). +- **The "0 = ready" raw-`uint` cooldown sentinel can collide at tick wraparound** — a computed `ServerTick + delay` can equal 0. Route every cooldown/spawn "next tick" write through **`TickUtil.NonZero(...)`** (coerce 0→1), and compare stored ticks with `new NetworkTick(raw).IsNewerThan(serverTick)` / `.TicksSince(...)` — **never** raw `<` / subtraction — the HUD cooldown bar included. (Caught by the adversarial review; `RespawnMath` already guarded it.) +- **An unfocused editor stalls EditMode test INIT** ("tests did not start within timeout") and slows play-enter domain reloads — pass `run_tests(init_timeout=120000)` and retry; ask the operator to focus Unity for heavy build/test sessions (`Application.runInBackground` only helps in Play mode). + ## Bootstrap & worlds - `ProjectM.Simulation.GameBootstrap : ClientServerBootstrap` → overrides `Initialize`, sets `AutoConnectPort = 7979` (in-editor auto-connect over IPC; set in M1 — was 0), calls `CreateDefaultClientServerWorlds()`. Entering Play Mode creates separate `ServerWorld` (`WorldFlags.GameServer`) and `ClientWorld` (`WorldFlags.GameClient`) — verified. diff --git a/Docs/Vault/00_Home/Home.md b/Docs/Vault/00_Home/Home.md index 7d24351c3..717026db1 100644 --- a/Docs/Vault/00_Home/Home.md +++ b/Docs/Vault/00_Home/Home.md @@ -12,7 +12,7 @@ Multiplayer game on **Unity DOTS** (Entities) + **Netcode for Entities** (server ## Map of Content -- **Vision** → [[Pillars]] — design pillars & locked decisions +- **Vision** → [[Pillars]] — design pillars & locked decisions · [[Identity]] — the fiction (sci-fi frontier colony) - **Game Design** → [[Systems_Index]] — per-system design docs - **Roadmap** → [[Milestones]] · [[Backlog]] - **Sessions** → `07_Sessions/2026/` — dated work logs (latest: [[2026-05-29_Project_Setup]]) diff --git a/Docs/Vault/01_Vision/Identity.md b/Docs/Vault/01_Vision/Identity.md new file mode 100644 index 000000000..5dc6ffa58 --- /dev/null +++ b/Docs/Vault/01_Vision/Identity.md @@ -0,0 +1,67 @@ +--- +tags: +- vision +- identity +status: draft +updated: 2026-06-02 +permalink: gamevault/01-vision/identity +--- + +# Game Identity — Frontier colony (sci-fi) + +> The fiction that turns the [[Pillars|mechanical pillars]] into a *place*. Decided 2026-06-02 to bridge the "tech-demo → game" gap. It is a **skin over the locked pillars — no mechanical rework**: every pillar already built (M1–M5) keeps its systems and gains a fictional role below. + +## One-sentence pitch + +> **A 2–4 player co-op action-RPG about holding a frontier outpost on a hostile world: twin-stick combat against the Husk swarm, a shared base you build and automate, and production chains that keep running while you fight.** + +## Setting + +An off-world **colony foothold** — a small crew anchoring a survivable outpost on a frontier world that does not want them there. A spreading corruption — **the Blight** — turns drones, machinery, and fauna into aggressive **Husks** that probe and swarm the perimeter. The outpost is the safe anchor you grow and defend; beyond it lies the blighted frontier you push into for resources. + +## Player fantasy + +A **frontier operator**: mobile, lethal twin-stick gunplay; you and your friends raise an outpost, wire up automation so the colony *compounds* even while you're out fighting, and push the perimeter back against the Husks. Setup is rewarded over grind (per the automation pillar). + +## Tone + +Grounded near-future **industrial sci-fi** with an edge of cosmic/biotech corruption. Not cute, not horror — **tense frontier survival with a power-fantasy payoff**. Reference feel: *Helldivers* frontier grit × *Factorio* logistics satisfaction × *V Rising* base-growth loop × *Diablo / PoE* combat readability. + +## Art north-star + +**Dark, readable, high-contrast.** A desaturated industrial world (metal, regolith, dim ambient) so that **bright emissive gameplay elements pop and bloom**: + +- **Cyan / teal** → the player crew, friendly energy, owned structures. +- **Hostile orange / red** → Husks and Blight corruption. +- **White-hot** → impacts, muzzle flashes, deaths. + +Silhouette-first readability (ARPG legibility from the top-down frame), bloom on emissives, vignette to focus the frame, ACES tonemapping. **Primitives + emissive + post-processing now**; stylized low-poly hard-surface (crew/structures) and corrupted biomech (Husks) later. The palette is the identity even before real models. + +## The enemy — Husks + +Corrupted rogue drones/lifeforms driven to swarm the colony. They are the **threat that makes combat *combat*** and gives the base a reason to exist. + +- **First Husk (this slice):** a melee charger — seeks the nearest operator, closes, strikes. Server-authoritative interpolated ghost. +- **Later:** ranged "spitters", armored "brutes", a "broodmaker" spawner, and eventually a corrupted-fabricator boss. Wave/threat director over time. + +## Automation flavor + +Colony **fabricators, conveyors, assembler drones, and power** — the self-running production chains of the locked automation pillar, fictionalized as the outpost's industry that keeps growing while the crew fights and expeditions. + +## How it maps to the locked pillars (no rework) + +| Pillar ([[Pillars]]) | Fictional skin | +|---|---| +| Action-ARPG combat (twin-stick) | Frontier operator gunplay vs. the Husk swarm | +| Co-op base power fantasy (V Rising feel) | The crew's outpost — built, defended, grown together | +| Automation as progression | Colony fabricators/drones/conveyors compounding output | +| Persistent base + instanced expeditions | The safe **outpost anchor** (`BaseAnchor`) vs. the blighted **frontier** beyond | + +## Audio / UI identity (direction) + +Industrial synth, weighty impacts, a low hostile drone for Husk proximity. UI reads as a **clean diegetic colony-terminal** — functional HUD (health, ability charge, threat count), neon-on-dark. + +## Related + +- [[Pillars]] — locked mechanical decisions this fiction skins. +- Established in the "First Blood" game-feel slice (2026-06-02) — see the session log + decision record for the presentation/enemy architecture that first expresses this identity. diff --git a/Docs/Vault/01_Vision/Pillars.md b/Docs/Vault/01_Vision/Pillars.md index f265f9915..01540733b 100644 --- a/Docs/Vault/01_Vision/Pillars.md +++ b/Docs/Vault/01_Vision/Pillars.md @@ -28,4 +28,5 @@ permalink: gamevault/01-vision/pillars ## Related +- [[Identity]] — the **fiction** that skins these pillars (sci-fi frontier colony), decided 2026-06-02. No mechanical rework; adds setting, tone, art north-star, and the Husk enemy. - Decision records: `07_Sessions/_Decisions/` \ No newline at end of file diff --git a/Docs/Vault/02_Game_Design/Systems_Index.md b/Docs/Vault/02_Game_Design/Systems_Index.md index 64e141bf2..8a51e74b7 100644 --- a/Docs/Vault/02_Game_Design/Systems_Index.md +++ b/Docs/Vault/02_Game_Design/Systems_Index.md @@ -36,6 +36,12 @@ One design doc per gameplay system, linked here. Each should state: purpose, com - **Systems:** `SharedStorageSpawnSystem` (server one-shot — instantiate the container ghost at `CellToWorld(cell)`, destroy spawner); `StorageOpReceiveSystem` (server `SimulationSystemGroup`, NOT predicted — apply the RPC to the singleton container's buffer via `StorageMath`); `StorageOpSendSystem` (client managed `SystemBase` — E/Q keyboard + editor-only `Deposit`/`Withdraw` statics → `StorageOpRequest` RPC). `GoInGameServerSystem` re-rooted onto `BaseGridMath.PlotCenter(BaseAnchor)` (with a `TryGetSingleton` fallback). - **Netcode shape:** base config = **baked, ghost-free, identical both worlds** (not replicated). Storage container = **ownerless interpolated** server-spawned ghost; its `StorageEntry` buffer is a `[GhostField]` (no `OwnerSendType`/`GhostOwner`) so server mutations replicate to all clients. Deposit/withdraw = **server-authoritative `IRpcCommand`** resolved against the single container singleton, applied outside the predicted loop (no rollback double-apply). Status: **built + runtime-validated** (server == client buffer; EditMode 62/62). Decisions: [[DR-008_M5_HomeBase_BaseLayer_Storage]]. M6 (grid placement) + M7 (production) build on `BaseGridMath` + the runtime-ghost-into-cell spawn path. +### M5.5 — Game feel & identity ("First Blood") · [[2026-06-02_GameFeel_Identity]] + +- **Components** (`ProjectM.Simulation`): `EnemyTag`/`EnemyStats`/`EnemyAttackCooldown`/`EnemySpawner` + pure `EnemyAIMath`; `Dead` (enableable, **derived**) + `RespawnState` + pure `RespawnMath`; `TickUtil.NonZero` (the cooldown 0-sentinel guard). +- **Systems:** `EnemyAISystem` (server-only, **plain `SimulationSystemGroup`**, `[UpdateAfter(PredictedSimulationSystemGroup)]` — the interpolated Husk ghost seeks the nearest living player, deals contact `DamageEvent`) + the `WaveSystem` threat director (escalating waves of Husk variants Grunt/Swarmer/Brute — replaced the flat sustain; see [[2026-06-02_GameFeel_Deepening]]); `HealthApplyDamageSystem` +`EnemyTag` death; `PlayerDeathStateSystem` (both worlds, predicted — derives `Dead` from `Health<=0`, gates movement/aim/fire via `.WithDisabled()`); `PlayerRespawnSystem` (server-only — schedule + refill + reposition). Client presentation (managed, `PresentationSystemGroup`): `CombatFeedbackSystem` (damage numbers / VFX / procedural SFX / camera shake by edge-detecting replicated Health) + `HudSystem` (code-built uGUI health / cooldown / threat / DOWNED) + `PrototypeCameraRig.AddShake`. +- **Netcode shape:** Husk = **ownerless interpolated** server-driven ghost (stock `LocalTransform` replication; `Health` `[GhostField]`); `Dead` = **local derived** enableable (NOT replicated — pure function of replicated Health); juice/HUD **observe** replicated state only (client world, never the sim). Identity: [[Identity]] (sci-fi frontier colony). Status: **built + runtime-validated** (Husks spawn(6)/replicate/chase/strike; death→respawn loop; HUD; emissive dark-sci-fi look); EditMode **74/74**. Decisions: [[DR-009_GameFeel_Identity_FirstBlood]]. + ## Conventions DOTS/ECS conventions live in repo `CLAUDE.md` and the `dots-dev` skill's `dots-conventions.md`. Don't duplicate volatile API details here — link to context7-derived notes instead. \ No newline at end of file diff --git a/Docs/Vault/06_Roadmap/Backlog.md b/Docs/Vault/06_Roadmap/Backlog.md index b727be6ea..276b94aaf 100644 --- a/Docs/Vault/06_Roadmap/Backlog.md +++ b/Docs/Vault/06_Roadmap/Backlog.md @@ -21,7 +21,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com - [ ] **M2 follow-up — restart the editor to clear the corrupted Burst cache**, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]]. - [ ] **M2 follow-up — live interactive fire test** (focused Play Mode: press Space / LMB / RT → predicted projectile + dummy HP drop). The server combat loop + replication are validated; the input→`AbilityFireSystem`→predicted-spawn→classification path is only validated structurally. - [ ] **M2 follow-up — mouse-cursor aim for KBM** (needs a camera ground-ray rig); currently aim = gamepad right-stick + movement-heading fallback. -- [ ] **M2 follow-up — player death/respawn** (M2 only clamps player HP ≥ 0; dummies despawn on death). +- [x] **M2 follow-up — player death/respawn** — done in **M5.5**: derived `Dead` enableable gate (from replicated Health) + server `PlayerRespawnSystem` (full HP + reposition to base after a delay). [[DR-009_GameFeel_Identity_FirstBlood]] - [ ] M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off. - [ ] **M3 follow-up — UI/icon/description pipeline** for abilities (managed lookup keyed by `AbilityId`, off the blob). Deferred from M3 ([[2026-05-31_M3_Data_Driven_Abilities]]). - [ ] **M3 follow-up — timed / removable modifiers** (expiry on `NetworkTick`, `ClearByType` via `StatModifier.SourceId`). M3 modifiers are permanent-once-granted. @@ -42,4 +42,16 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com - [ ] **M5b follow-up — CC package version**: 1.4.2 declares `entities/physics@1.3.x` (resolves via SemVer floor on our 6.4.0/1.4.6). Move to a CC build explicitly targeting Entities 6.x when published. - [ ] **M5 follow-up — physics lag compensation** (`NetCodePhysicsConfig.EnableLagCompensation` + `PhysicsWorldHistorySingleton`) if/when physics-based hit detection replaces the swept-segment server check. - [ ] **M5 follow-up — projectiles as physics bodies** (currently kinematic + swept hit); convert for projectile-vs-world collision. -- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write. \ No newline at end of file +- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write. +- [x] **Game identity defined** — sci-fi **frontier colony** fiction ([[Identity]]), layered over [[Pillars]] with no mechanical rework. Resolves the "mechanics without a fiction" gap. Delivered with M5.5 ([[DR-009_GameFeel_Identity_FirstBlood]]). +- [x] **M2 polish — projectile/dummy visuals** — addressed by the M5.5 emissive palette + URP post-processing (cyan crew, cyan projectiles, orange Husks, dark walls/ground). Real models/animation still deferred. +- [x] **M5.5 follow-up — auto-target on Husks** — done (deepening pass): `AbilityFireSystem` candidate query `.WithAny()`. [[2026-06-02_GameFeel_Deepening]] +- [x] **M5.5 follow-up — respawn safety** — done (deepening pass): replicated `RespawnInvuln` window (server-enforced damage immunity + HUD SHIELDED cue). [[2026-06-02_GameFeel_Deepening]] +- [x] **M5.5 follow-up — enemy variety + wave/threat director** — done (deepening pass): `WaveSystem` escalating waves (lull → spawn → clear → bigger) + 3 melee Husk variants (Grunt/Swarmer/Brute) round-robin from a baked pool. Ranged spitter + broodmaker/boss still open. [[2026-06-02_GameFeel_Deepening]] +- [ ] **Deepening follow-up — ranged Husk (Spitter)**: a server-spawned enemy-projectile subsystem for dodge depth (the next variety type; melee-only today). +- [ ] **Deepening follow-up — wave number on HUD**: needs a replicated game-state ghost (`WaveState` is server-only); the live "HUSKS N" count conveys threat for now. +- [ ] **Deepening follow-up — boss / per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns. +- [ ] **Deepening follow-up — server perf under wave load**: investigate the in-editor tick-batching (Burst cache health, multi-world cost); validate in a real build. +- [ ] **M5.5 follow-up — real assets**: authored audio (replace procedural SFX), stylized hard-surface crew/structures + corrupted-biomech Husks (replace primitives), TextMeshPro HUD; add the URP **SSAO** renderer feature for more depth. +- [ ] **M5.5 follow-up — multi-client juice/HUD**: validate remote-player death VFX (interpolation-timeline `Health==0`) + per-client HUD under two clients (pairs with the deferred M4/M5b two-build tests). +- [ ] **M5.5 follow-up — difficulty balance**: Husks tuned for a real moving/shooting player (dmg 5, strike 48 ticks, speed 3, `MaxAlive` 6); revisit once movement/fire feel is tuned and enemy variety lands. \ No newline at end of file diff --git a/Docs/Vault/06_Roadmap/Milestones.md b/Docs/Vault/06_Roadmap/Milestones.md index c77cba7a3..9ea11029d 100644 --- a/Docs/Vault/06_Roadmap/Milestones.md +++ b/Docs/Vault/06_Roadmap/Milestones.md @@ -16,6 +16,7 @@ permalink: gamevault/06-roadmap/milestones | **M3 — Data-driven abilities & modifiers** | Ability **and** character stats authored in ScriptableObjects, baked to DOTS **blob assets**; runtime **flat + % modifier** stacks (upgrades/buffs) → effective stats, server-authoritative + prediction-correct. Pattern slice: refactor the current projectile ability + 1–2 sample abilities onto the data model. | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: blob DB baked into both worlds; data-driven base + replicated `StatModifier` ghost buffer → **identical effective stats on server & owner-predicted client** (held under tick-batching); data-only ability swap; real pickup grant; EditMode 38/38. Blob DB + replicated modifier buffer + every-tick effective recompute — [[DR-004_M3_DataDriven_Abilities_Modifiers]], [[2026-05-31_M3_Data_Driven_Abilities]]. | | **M4 — Co-op** | 2–4 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | ✅ Done 2026-06-02 — **LAN slice + multi-client validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Two controllable characters in-game confirmed 2026-06-02 via Unity Multiplayer Play Mode** (extra virtual player; full connection handshake not exercised end-to-end, but in-scene co-op looks good). **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. | | **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | 🚧 In progress 2026-06-01 — **physics-in-prediction slice done + runtime-validated** on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in `CapsuleCollider`+`Rigidbody` bake; `PhysicsVelocity` auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, **server == client** with no desync; EditMode 51/51. **Base subscene streaming deferred** to a later pass — [[DR-006_M5_Physics_In_Prediction]], [[2026-06-01_M5_Physics_In_Prediction]]. **M5b (same day): player movement re-founded on the Unity Character Controller package** (`com.unity.charactercontroller` 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — [[DR-007_M5b_Character_Controller_Package]], [[2026-06-01_M5b_Character_Controller]]. **Base-layer done 2026-06-02 + runtime-validated:** home base = baked ghost-free `BaseAnchor` + locked deterministic planar build-grid (`BaseGridMath`, 1.0u × 32²; M6 builds on it) + player spawn re-rooted onto the anchor + one **shared-storage ghost** (ownerless interpolated; deposit/withdraw via server-authoritative `IRpcCommand`; **server == client** buffer). EditMode 62/62. **Subscene split (base/expedition) + disk persistence still deferred** — [[DR-008_M5_HomeBase_BaseLayer_Storage]], [[2026-06-02_M5_HomeBase_BaseLayer]]. | +| **M5.5 — Game feel & identity** | Bridge "tech-demo → game": the **Husk** enemy (server AI, interpolated ghost), player death/respawn, combat juice (damage numbers/VFX/SFX/camera shake), a core HUD, and a sci-fi look pass — under the new fiction ([[Identity]], sci-fi frontier colony) | ✅ Done 2026-06-02 — runtime-validated on 6.4.7: Husks spawn(6)+replicate+chase+strike; death→respawn loop; HUD (health/cooldown/threat/downed); emissive dark-sci-fi look. EditMode **74/74**. ctx7-verified APIs. **Deepened same day:** auto-target on Husks, replicated respawn-invulnerability, and a `WaveSystem` threat director (escalating waves of 3 Husk variants — Grunt/Swarmer/Brute) replacing the flat sustain — runtime-validated (wave 1→2 escalation 4→6, distinct maxHP 30/15/80). [[DR-009_GameFeel_Identity_FirstBlood]], [[2026-06-02_GameFeel_Identity]], [[2026-06-02_GameFeel_Deepening]] | | **M6 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ | | **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ | diff --git a/Docs/Vault/07_Sessions/2026/2026-06-02_GameFeel_Deepening.md b/Docs/Vault/07_Sessions/2026/2026-06-02_GameFeel_Deepening.md new file mode 100644 index 000000000..36d902abe --- /dev/null +++ b/Docs/Vault/07_Sessions/2026/2026-06-02_GameFeel_Deepening.md @@ -0,0 +1,47 @@ +--- +date: 2026-06-02 +type: session +tags: [session, dots, netcode, enemy-ai, wave-director, game-feel, m5] +permalink: gamevault/07-sessions/2026/2026-06-02-gamefeel-deepening +--- + +# Session 2026-06-02 — Game-feel deepening (waves, variety, invuln, auto-target) + +## Goal + +Continue the [[2026-06-02_GameFeel_Identity|First Blood]] slice's suggested next steps — turn the flat Husk swarm into a **sustaining combat loop**: (1) **auto-target on Husks**, (2) **respawn safety (invulnerability)**, (3) **enemy variety + a wave/threat director**. Same constraints (server-authoritative, deterministic, ctx7-verified, adversarially reviewed). Decisions extend [[DR-009_GameFeel_Identity_FirstBlood]]. + +## Done + +- **Auto-target on Husks:** `AbilityFireSystem` soft auto-target candidate query `.WithAll()` → `.WithAny()` — Husks are now aim-assist targets (they were already raw-aim hittable). +- **Respawn invulnerability:** new replicated `RespawnInvuln { [GhostField] uint UntilTick }` + `RespawnState.InvulnTicks`. `PlayerRespawnSystem` (server) sets the window on recovery; `HealthApplyDamageSystem` (server, predicted group) nullifies player damage while active; `HudSystem` (client) shows a cyan health bar + "SHIELDED". Stops instant re-death into the swarm. +- **Wave/threat director:** `WaveDirector` (baked config) + `WaveEnemyPrefab` (buffer pool) + `WaveState` (runtime singleton) + `WaveSystem` (server state machine): **Lull → Spawning `BaseCount + (wave-1)*CountPerWave` Husks, one every `SpawnIntervalTicks` at a deterministic ring, round-robin over the prefab pool → wait for the field clear (no `EnemyTag`) → Lull(`LullTicks`)**. Replaced the flat `EnemySpawner` sustain (deleted `EnemySpawner`/`EnemySpawnSystem`/`EnemySpawnerAuthoring`). Tick gating uses `TickUtil.NonZero` + wrap-safe `NetworkTick`. +- **Husk variety:** 3 interpolated-ghost variants spawned round-robin — **Grunt** (`Enemy`, 30 HP), **Swarmer** (`EnemySwarmer`, 15 HP, fast/weak, small), **Brute** (`EnemyBrute`, 80 HP, slow/tanky/hard-hitting, large) — each = different baked `EnemyStats` + its own emissive material (`M_HuskSwarmer` yellow, `M_HuskBrute` deep-red) + scale. Subscene `EnemySpawner` GameObject swapped to `WaveDirector` (wired to all three). +- **Cleanup (from runtime):** `EnemyAISystem` `[UpdateBefore(PredictedSimulationSystemGroup)]` → `[UpdateAfter(...)]` — the predicted group is **OrderFirst**, so `UpdateBefore` was silently **ignored** (console warning); contact damage now intentionally drains the **following** tick (~16ms melee latency, accepted). Removed a spurious `ParticleSystem.duration` set (warning). + +## Validation + +- **EditMode 74/74 green** (no new pure-math helpers; wave logic is stateful/integration-validated at runtime). Console clean of compile errors. +- **Runtime (single in-editor client, 6.4.7):** + - **Wave director:** wave 1 spawned **4 Husks** (BaseCount), replicated server↔client (4==4); cleared the field → **Lull** → **wave 2 escalated to 6 Husks** (BaseCount + CountPerWave). Full spawn→clear→lull→bigger-wave cycle confirmed. + - **Variety:** distinct baked `maxHP` **30 / 15 / 80** among live Husks (Grunt/Swarmer/Brute), round-robin from the pool; distinct materials + scales confirmed by screenshot (yellow Swarmers, orange Grunts, a large red Brute). + - **Invulnerability:** `RespawnInvuln.UntilTick` set on the player's respawn (server-authoritative, replicated for the HUD cue). +- **Adversarial review (7 agents):** verified the wave director, variety, invuln replication, and auto-target **correct** — the "wave deadlock", "escalation overflow", and "0-sentinel conflation" suspicions all came back **not-a-bug** (the empty-server stall self-heals on respawn + Husks teleport-seek so can't wall-stick; overflow needs wave ~1 billion; writes are `TickUtil.NonZero`-guarded). **1 confirmed low-severity finding:** `RespawnMath.IsDue` used a raw `now >= respawnTick` compare — the lone wrap-safety holdout (the slice's tick *writes* were guarded by `TickUtil.NonZero`, but this read-side *compare* was missed). **Fixed** with a wrap-safe signed-delta `(int)(now - respawnTick) >= 0` (kept pure-uint, so the 5 `RespawnMath` unit tests stay valid). EditMode 74/74 after the fix. + +## Diagnosis notes (for future me) + +- **`[UpdateBefore(PredictedSimulationSystemGroup)]` is IGNORED** — the predicted group is **OrderFirst** in `SimulationSystemGroup`, and OrderFirst/OrderLast outrank `UpdateBefore`/`After` (Unity logs "Ignoring invalid UpdateBefore… because OrderFirst/OrderLast has higher precedence"). A plain-`SimulationSystemGroup` server system therefore always runs **after** the predicted group; to read this tick's post-predicted state use `[UpdateAfter(PredictedSimulationSystemGroup)]` (and accept that anything it appends for the predicted group drains next tick). This corrects the "same-tick" claim in [[DR-009_GameFeel_Identity_FirstBlood]] — `EnemyAISystem` contact damage is a 1-tick-late (~16ms, imperceptible for melee) event, NOT same-tick. The runtime warning caught what the first review missed. +- **Wave state machine — avoid the deadlock:** only re-enter Lull when `RemainingToSpawn==0` AND the field is clear (`EnemyTag` count 0). The headless (input-less) player can't kill Husks, so the field never clears and the cycle stalls in Spawning — that's a test-harness artifact, not a bug (a real player clears it; validated by killing Husks via `execute_code` → the director advanced to wave 2). +- **Editing a subscene authoring component in code:** open the subscene additively, `GameObject.GetComponent`/`DestroyImmediate` the old authoring + `AddComponent` the new + set fields (incl. `GameObject[]` prefab arrays, which the MCP property setter handles awkwardly) → `EditorSceneManager.MarkSceneDirty`+`SaveScene` → close. `AssetDatabase.DeleteAsset` is blocked by `execute_code` safety checks — guard duplicate-creates with a `LoadAssetAtPath != null` check instead. +- **Server tick-batching warnings in-editor** are the known perf artifact (multiple worlds in one process + presentation + earlier unfocused throttle), not a code bug — reliable server state (wave director, RPCs) is robust to it; only one-shot predicted `InputEvent`s drop under batching. + +## Open / deferred + +- **Ranged Husk (Spitter):** a server-spawned enemy projectile subsystem for tactical (dodge) depth — the next variety step (melee-only today). +- **Wave number on the HUD:** needs a replicated game-state ghost (`WaveState` is server-only); the live "HUSKS N" count conveys threat for now. +- **Boss / mini-boss + per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin. +- **Server performance:** investigate the in-editor tick-batching under the wave load (Burst cache health, world count); validate in a real build. + +## Next + +Add the **ranged Spitter** (enemy projectile) for combat depth, or resume the milestone track at **M6 — server-authoritative grid build placement** ([[DR-008_M5_HomeBase_BaseLayer_Storage]]). The wave director + variety pool make adding new enemy types data-cheap. diff --git a/Docs/Vault/07_Sessions/2026/2026-06-02_GameFeel_Identity.md b/Docs/Vault/07_Sessions/2026/2026-06-02_GameFeel_Identity.md new file mode 100644 index 000000000..c709eca48 --- /dev/null +++ b/Docs/Vault/07_Sessions/2026/2026-06-02_GameFeel_Identity.md @@ -0,0 +1,63 @@ +--- +date: 2026-06-02 +type: session +tags: [session, dots, netcode, game-feel, identity, enemy-ai, presentation, hud, urp, m5] +permalink: gamevault/07-sessions/2026/2026-06-02-gamefeel-identity +--- + +# Session 2026-06-02 — "First Blood": game-feel & identity slice + +## Goal + +Before more systems work, **make the project feel like a game — in feel, look, and play — and give it an identity.** Diagnosis: M1–M5 are systems-complete but identity-less — pillars are mechanical (no fiction), and there is **no feedback layer** (grep confirmed zero audio/particles/VFX/shake/UI), the only enemy is an inert dummy, and there's no death/respawn or HUD. Operator chose: identity = **sci-fi frontier colony**, first slice = the **full game-feel pass** ("First Blood"), proceed plan→approve→build. Locked in [[DR-009_GameFeel_Identity_FirstBlood]]; fiction in [[Identity]]. + +## Process + +- **Explore + propose** (read-only): diagnosed the look/feel/play gap against [[Pillars]] + the M1–M5 vault, surfaced the "mechanics without a fiction or a feedback layer" core, and proposed a spine (Identity) + 3 axes (Feel/Look/Play) with a recommended first slice. Operator picked the fiction + full slice via a 3-question gate. +- **context7 WAS reachable this session** (vs [[DR-008_M5_HomeBase_BaseLayer_Storage]]). A **4-agent ctx7 verification workflow** (Netcode / Entities-enableable / URP / DOTS→GameObject presentation) returned high-confidence verified API shapes + a key correction: **an interpolated enemy ghost must be moved server-only in the plain `SimulationSystemGroup`, NOT in the predicted loop**, and `Dead` is cleanest **derived** from replicated Health (no replicated enabled bit). +- **Implementation** (sequential via MCP `create_script`/`script_apply_edits` — single editor, domain-reload-ordered; NOT a parallel swarm) in 5 stages, each compiled + console-checked + (where applicable) EditMode-tested + runtime-validated before the next. +- **Adversarial review workflow** over the diff (12 agents: 4 dimensions → per-finding adversarial verification). It **verified the architecture correct** — the Husk is a properly interpolated/ownerless ghost (`HasOwner=0`, `DefaultGhostMode=Interpolated`), the derived `Dead` is rollback-safe (no GhostField), the local player's Health is never client-predicted, and presentation randomness is outside the sim — every netcode-desync suspicion came back **not-a-bug**. **3 confirmed low-severity findings**, all the same root: the `uint` cooldown "0 = ready" sentinel can collide at tick wraparound (`RespawnMath` already guarded it; the three cooldown writers + the HUD didn't). **Fixed** via a shared `TickUtil.NonZero` guard at the three writes (`EnemyAISystem`/`EnemySpawnSystem`/`AbilityFireSystem`) and a wrap-safe `NetworkTick` compare in the HUD cooldown bar. + +## Done + +**Stage 1 — Husk enemy** (`ProjectM.Simulation/Combat`, `ProjectM.Server/Combat`, `ProjectM.Authoring/Combat`): `EnemyTag`/`EnemyStats`/`EnemyAttackCooldown`/`EnemySpawner` + pure `EnemyAIMath` (SeekVelocity/InAttackRange/RingPosition); `EnemyAISystem` (server-only, plain `SimulationSystemGroup` `[UpdateBefore(PredictedSimulationSystemGroup)]` — seeks nearest living player, writes `LocalTransform`, appends `DamageEvent` on a `NetworkTick`-gated strike); `EnemySpawnSystem` (persistent server spawner, sustains `MaxAlive` on a deterministic ring around `BaseAnchor`); `HealthApplyDamageSystem` +`EnemyTag` death; `EnemyAuthoring` + `EnemySpawnerAuthoring`. `Enemy.prefab` duplicated from `UpgradePickup.prefab` (interpolated ownerless ghost) → `EnemyAuthoring`; `EnemySpawner` GameObject added to `Gameplay.unity`. + +**Stage 2 — Player death/respawn** (`ProjectM.Simulation/Player`, `ProjectM.Server/Combat`): `Dead` (enableable, **derived** from Health) + `RespawnState` + pure `RespawnMath`; `PlayerDeathStateSystem` (both worlds, predicted, before movement/aim/fire — sets `Dead` + zeroes velocity); `PlayerRespawnSystem` (server-only, after the predicted group — schedule on death, refill+reposition on due). `PlayerControlSystem`/`PlayerAimSystem`/`AbilityFireSystem` gained `.WithDisabled()`; `PlayerAuthoring` bakes `Dead` (disabled) + `RespawnState`. + +**Stage 3 — Combat juice** (`ProjectM.Client/Presentation`): `CombatFeedbackSystem` (client-only managed `SystemBase`, `PresentationSystemGroup`) — edge-detects replicated `Health` → pooled billboard `TextMesh` damage numbers + runtime `ParticleSystem` hit/death/muzzle bursts + **procedural** `AudioClip` SFX + camera shake; Husk death via despawn-prune; local-fire muzzle via `AbilityCooldown` edge. `PrototypeCameraRig` +`AddShake` (presentation-only decayed shake). + +**Stage 4 — HUD** (`ProjectM.Client/Presentation`): `HudSystem` (code-built uGUI overlay — `RawImage` health + cooldown bars over `Texture2D.whiteTexture`, legacy `Text` threat count + DOWNED/RESPAWNING overlay) driven from the local player ghost. `ProjectM.Client.asmdef` +`UnityEngine.UI`. + +**Stage 5 — Look** (assets/editor): URP global `Volume` (Bloom/ACES Tonemapping/ColorAdjustments/Vignette) + dark flat ambient + exp fog + cool key light + URP HDR color grading; emissive re-tint (teal crew, cyan projectiles, orange Husks via new `M_Husk`, dark-metal walls/ground). Husk balance tuned (dmg 8→5, strike 36→48 ticks, speed 3.5→3.0). + +**Docs:** [[Identity]] (the fiction) + linked from [[Pillars]]/Home; [[DR-009_GameFeel_Identity_FirstBlood]]. + +## Validation + +- **EditMode 74/74 green** (+12 vs M5's 62 — 7 `EnemyAIMath`, 5 `RespawnMath`). Console clean of code/Burst/ghost errors after every stage. +- **Runtime (single in-editor client, 6.4.7):** Husks **spawn (6) + replicate server↔client (6==6)**, **chase** from the ring to the player, **deal contact damage** (player → 0 HP). **Death→respawn loop verified** by polling: `Health=0`/`Dead=True`/`RespawnTick` scheduled → recovered at base full-HP/`Dead=False`. **HUD renders** (health bar, "HUSKS N", DOWNED overlay). **Look confirmed** via screenshots: dark metal world + cyan crew + orange Husks + bloom (after fixing the `M_Dummy`-as-wall-material orange-walls bug). +- **Adversarial review (12 agents):** architecture verified correct; 3 confirmed low-severity findings (the `uint` cooldown 0-sentinel wraparound), all fixed (`TickUtil.NonZero` + HUD `NetworkTick` compare). **EditMode 74/74 after fixes**, console clean. + +## Diagnosis notes (for future me) + +- **Interpolated ghost ≠ predicted.** Move an ownerless interpolated enemy ghost **server-only in plain `SimulationSystemGroup`** (`[WorldSystemFilter(ServerSimulation)]`), NOT in `PredictedSimulationSystemGroup`. `[UpdateAfter(PredictedSimulationSystemGroup)]` (NOT `[UpdateBefore]` — the predicted group is OrderFirst, so UpdateBefore is silently ignored; corrected in the deepening pass) so a contact `DamageEvent` drains the following tick (~16ms, fine for melee). Stock `LocalTransform` replication carries its position — no hand-written `[GhostField]`. +- **Derive enableable state, don't replicate it, when it's a pure function of already-replicated data.** `Dead = Health<=0` derived every predicted tick in both worlds is rollback-correct and dodges the `[GhostEnabledBit]` surface — same idiom as `EffectiveCharacterStats`. To toggle a disabled enableable component you must still visit the entity: `.WithPresent()` (write) vs `.WithDisabled()` (alive-only run). `Simulate` (also enableable) ANDs independently — keep `.WithAll()`. +- **A Baker can bake an enableable component DISABLED** (`AddComponent(e); SetComponentEnabled(e, false);`) → instances spawn alive with zero first-tick work (instantiated entities inherit the prefab's enabled state). +- **Presentation belongs in a client-only managed `SystemBase` in `PresentationSystemGroup`** (once per frame, no rollback double-fire). Read ECS state via `SystemAPI.Query` INSIDE `OnUpdate` (registers job deps) + `EntityManager.CompleteDependencyBeforeRO()` — NOT from a MonoBehaviour `LateUpdate` (the job-safety exception the camera rig hit). `Entity` is a stable client dict key for a ghost's lifetime; **prune the cache each frame** (a pruned enemy = a kill → death VFX at its last position; never `DestroyEntity` a ghost from the client — `GhostDespawnSystem` owns that). +- **Netcode-safe "hit-stop" = a camera punch, never `Time.timeScale`** (which would corrupt the deterministic sim). +- **Code-built uGUI with no assets:** `RawImage` over `Texture2D.whiteTexture` (anchor-driven fill, no sprite) + legacy `Text` with `Resources.GetBuiltinResource("LegacyRuntime.ttf")`. Procedural `AudioClip.Create` + runtime `ParticleSystem` (Sprites/Default material, HDR start color to bloom) keep the slice asset-free. +- **Watch shared-material bleed when re-tinting:** the walls glowed orange because `M_Dummy` doubled as the wall material — gave Husks their own `M_Husk` instead. Editing a prefab asset's component in code needs `PrefabUtility.LoadPrefabContents` → modify → **`SaveAsPrefabAsset`** (NOT `SavePrefabAsset`, which rejects the contents root) → `UnloadPrefabContents`. +- **ACES tonemapping needs the URP asset's color grading mode = HDR** (`m_ColorGradingMode = 1`), else HDR bloom/emission won't tonemap right. +- **Editor `is_focused` matters again:** play-enter domain reload + boot took ~10–15s while unfocused; entity inspection via `execute_code` had to be retried until worlds booted. (`Application.runInBackground` keeps Play ticking but Edit mode still throttles unfocused.) + +## Open / deferred + +- Generalize `AbilityFireSystem` auto-target from `TrainingDummyTag` to `EnemyTag` (Husks are hittable via raw-aim swept hit; only the aim-assist snap is missing). +- Respawn safety (brief invuln / Husk push-back) so respawn isn't instant re-death. +- Real assets (audio, stylized crew/structure models, biomech Husks); SSAO renderer feature. +- Enemy variety + a wave/threat director (ranged Husk, brute, broodmaker). +- Multi-client validation of remote-player death VFX + per-client HUD. + +## Next + +Either **deepen the loop** (enemy variety + wave director + respawn safety + auto-target on Husks) to make the combat sustain, or resume the milestone track at **M6 — server-authoritative grid build placement** ([[DR-008_M5_HomeBase_BaseLayer_Storage]]). The presentation + server-AI patterns from this slice are the reusable foundation for the former. diff --git a/Docs/Vault/07_Sessions/_Decisions/DR-009_GameFeel_Identity_FirstBlood.md b/Docs/Vault/07_Sessions/_Decisions/DR-009_GameFeel_Identity_FirstBlood.md new file mode 100644 index 000000000..bcd90b01e --- /dev/null +++ b/Docs/Vault/07_Sessions/_Decisions/DR-009_GameFeel_Identity_FirstBlood.md @@ -0,0 +1,53 @@ +--- +id: DR-009 +title: First Blood — game-feel & identity slice (Husk enemy + death/respawn + combat juice + HUD + sci-fi look) +status: accepted +date: 2026-06-02 +tags: +- decision +- netcode +- presentation +- enemy-ai +- game-feel +- identity +- m5 +permalink: gamevault/07-sessions/decisions/dr-009-gamefeel-identity-firstblood +--- + +# DR-009 — First Blood: game-feel & identity slice + +## Context + +The project was a **systems-complete, identity-less vertical slice**: M1–M5 solved every hard DOTS/Netcode problem (predicted player, data-driven abilities/modifiers, co-op, predicted physics + Character Controller, home base + shared storage) but it **looked like a debug scene, had zero feedback, and didn't play like a game** — the only "enemy" was an inert training dummy, there was no player death/respawn, no HUD, and a grep confirmed **no audio / particles / VFX / camera shake / UI** anywhere. The operator asked to "make this feel more like a game — in feel, look, and play — and give it an identity." A diagnosis established the gap was twofold: **(1) the pillars are mechanical, not fictional** (no setting/tone/art-direction) and **(2) there is no feedback layer** translating the (correct, replicated) simulation into things a player sees/hears/feels. + +The operator chose: identity = **sci-fi frontier colony** ([[Identity]]); first slice = the **full game-feel pass** ("First Blood"); proceed by plan → approve → build. **context7 was reachable this session** (unlike [[DR-008_M5_HomeBase_BaseLayer_Storage]]) and was used to verify every volatile Netcode/Entities/URP API before writing (a 4-agent ctx7 verification workflow). + +## Decision + +1. **Identity = sci-fi frontier colony, layered over the locked [[Pillars]] with NO mechanical rework.** Captured in [[Identity]]: an off-world outpost crew holding the line against the **Husk** swarm; cyan crew / orange Husks / dark industrial world; automation = colony fabricators/drones. Only flavor, art-direction, and enemy fiction are added. + +2. **Husk enemy = an OWNERLESS INTERPOLATED ghost, moved SERVER-ONLY.** Unlike the (non-replicated, server-only) training dummy, the Husk is a real ghost so all clients see it — built by **duplicating `UpgradePickup.prefab`** (an existing interpolated ownerless ghost) and swapping its authoring to `EnemyAuthoring` (keeps the `GhostAuthoringComponent`). `EnemyAISystem` runs **server-only in the plain `SimulationSystemGroup`** (interpolated ghosts are NOT predicted — must not run in `PredictedSimulationSystemGroup`), `[UpdateAfter(PredictedSimulationSystemGroup)]` (corrected from `[UpdateBefore]` in the same-day deepening pass — the predicted group is **OrderFirst**, so `UpdateBefore` is silently ignored), so a contact `DamageEvent` it appends drains the **following** tick (~16ms, imperceptible for melee) in `HealthApplyDamageSystem` (server, inside the predicted group). _(The flat `EnemySpawnSystem` mentioned below was superseded the same day by the `WaveSystem` threat director — see [[2026-06-02_GameFeel_Deepening]].)_ It seeks the nearest **living** player (writes `LocalTransform` directly — stock LocalTransform replication carries position, **no hand-written `[GhostField]`**) and strikes on a `NetworkTick`-gated cooldown. `EnemySpawnSystem` is a **persistent** server spawner that sustains `MaxAlive` Husks on a deterministic ring around the `BaseAnchor` (mirrors the one-shot `TrainingDummySpawnSystem` but refilling). Husk death reuses the existing channel: `HealthApplyDamageSystem` destroys `EnemyTag` at 0 HP (one-line addition next to the dummy hook). + +3. **Player `Dead` = a LOCAL enableable component DERIVED from replicated Health — not replicated.** `PlayerDeathStateSystem` (runs in **both** worlds in `PredictedSimulationSystemGroup`, before movement/aim/fire) sets `Dead.enabled = Health.Current <= 0` and zeroes `CharacterControl.MoveVelocity` while dead. Because it is a pure function of the already-replicated, reconciled `Health` (the **same derive-don't-replicate idiom as `StatRecomputeSystem`/`EffectiveCharacterStats`**), the gate is identical on server + owner-predicted client and rollback-correct **with no replicated enabled bit** (avoids the volatile `[GhostEnabledBit]` surface). Movement/aim/fire (`PlayerControlSystem`/`PlayerAimSystem`/`AbilityFireSystem`) gain `.WithDisabled()` (alive) composed with the existing `.WithAll()`. `Dead` is **baked DISABLED** on the player prefab (spawns alive, zero first-tick work). Respawn **timing is server-only** (`PlayerRespawnSystem`, `SimulationSystemGroup` `[UpdateAfter(PredictedSimulationSystemGroup)]`): schedule on first `Health<=0`, and on the due tick refill `Health` to the effective max + reposition to the deterministic base spawn slot (`PlayerSpawnMath`). `Health` (GhostField) + `LocalTransform` replicate, so the recovery reaches clients and the derived `Dead` clears. + +4. **All juice + HUD = CLIENT-ONLY managed `SystemBase` in `PresentationSystemGroup` — observe, never simulate.** `CombatFeedbackSystem` edge-detects every damageable ghost's replicated `Health` (managed `Dictionary`, pruned each frame): a decrease → floating damage number (pooled billboard `TextMesh`) + hit-spark burst + hit SFX + camera shake; a Husk **despawn** (pruned-while-enemy = a kill) → death burst + SFX at its last position; the local player crossing to 0 → death feedback; local fire (`AbilityCooldown` advancing) → muzzle + zap. SFX are **generated procedurally** (`AudioClip.Create`), VFX use a **runtime `ParticleSystem` pool** (Sprites/Default material + HDR start colors so they bloom) — the slice ships **no binary audio/particle assets**. `HudSystem` builds a uGUI overlay **in code** (`RawImage` bars over `Texture2D.whiteTexture` + legacy `Text` with a resolved builtin font — no sprite/prefab assets) driven from the local player ghost: health bar, ability-cooldown bar, live Husk threat count, DOWNED/RESPAWNING overlay. Camera shake is a static impulse on `PrototypeCameraRig` decayed in `LateUpdate` — **presentation-only, never the sim** (no `Time.timeScale` hit-stop, which would corrupt netcode). `ProjectM.Client` gains a `UnityEngine.UI` asmdef reference. + +5. **Look = a URP post-processing volume + an emissive palette, on a budget.** A global `Volume` (`Bloom` threshold 1.1 / intensity 0.75, `Tonemapping` ACES, `ColorAdjustments` cool/contrasty, `Vignette`) + dark cool flat ambient + exponential fog + a cool directional key light + URP asset set to **HDR color grading** (required for ACES). Materials re-tinted with HDR emission so they bloom: crew **teal** (`M_Player`), energy-**cyan** projectiles (`M_Projectile`), hostile **orange** Husks (new `M_Husk`, isolated so re-tints don't bleed), dark-metal walls (`M_Dummy` doubles as the wall material) + ground (`M_Ground`). No real models/animation yet — palette + post-processing carry the identity. + +## Consequences + +- **Validated at runtime on 6.4.7 (single in-editor client).** Husks **spawn (6) and replicate server↔client (6==6)**, chase the player from the spawn ring to point-blank (seek works), and **deal contact damage** (player HP driven to 0). The **death→respawn loop works**: player `Health=0` → `Dead=True` → respawn scheduled (`RespawnTick`) → on the due tick **recovered at base with full HP**, `Dead=False`. The **HUD renders** (health bar, "HUSKS N" threat count, "DOWNED — RESPAWNING" overlay). The **look reads as intended**: dark metal environment, glowing cyan crew, hostile orange Husks, bloom on emissives (after fixing an initial shared-material bug where the walls glowed orange because `M_Dummy` doubled as the wall material). **EditMode 74/74** (+12: 7 `EnemyAIMath`, 5 `RespawnMath`). +- **Reused every validated pattern** — one-shot/persistent server spawner, interpolated server-spawned ghost (duplicate-an-existing-ghost), `DamageEvent`→`HealthApplyDamageSystem`, stock `LocalTransform` replication, server-only systems, derive-don't-replicate, `NetworkTick` cooldown gating, pure unit-tested math helpers. **No new asmdefs** beyond the `UnityEngine.UI` reference. +- **Difficulty tuned** after observing the swarm one-shot the (idle, input-less) player: Husk damage 8→5, strike cadence 36→48 ticks, speed 3.5→3.0. A real moving/shooting player can fight 6 Husks; the headless validation can't (it just stands there) — repeated death there is a test-harness artifact, not a gameplay bug. +- **Foundation for the next feel work** — the presentation pattern (client-world edge-detection on replicated state → pooled GameObject FX) and the server-AI pattern (interpolated ghost + seek/attack) generalize to more enemy types, a wave/threat director, ranged Husks, and real art/audio. + +## Open / deferred + +- **Auto-target on Husks** — `AbilityFireSystem`'s soft auto-target still only considers `TrainingDummyTag`; generalize the candidate set to `EnemyTag` (projectiles already hit Husks via raw-aim swept hit, so combat works; only the aim-assist snap is missing). +- **Respawn safety** — the player respawns into the swarm; add brief post-respawn invulnerability or a Husk push-back so respawn isn't instant re-death under a real player. +- **Real assets** — procedural SFX + primitive meshes + code-built FX are prototype-grade; swap for authored audio, stylized hard-surface crew/structures, and corrupted-biomech Husks once the loop is proven fun. +- **SSAO** — deferred (the URP SSAO renderer feature would deepen the dark scene); bloom + grading + emissive already deliver the read. +- **Enemy variety + threat director** — one melee Husk today; add ranged/brute/broodmaker + a wave/escalation system (the [[Identity]] roadmap). +- **Multi-client juice/HUD** — validated single-client; confirm remote-player death VFX + per-client HUD under two clients. + +Expresses [[Identity]]; builds on the server-authoritative + deterministic + co-op pillars from [[Pillars]]; reuses patterns from [[DR-003_M2_Combat_Netcode_Architecture]] (DamageEvent/Health), [[DR-004_M3_DataDriven_Abilities_Modifiers]] (derive-don't-replicate, effective stats), [[DR-007_M5b_Character_Controller_Package]] (CharacterControl), [[DR-008_M5_HomeBase_BaseLayer_Storage]] (BaseAnchor, duplicate-an-existing-ghost). diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Documentation.meta b/Packages/com.shadercrew.the-toon-shader.3d/Documentation.meta new file mode 100644 index 000000000..b20a94b29 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4defc8cabf98aad45a53216668c111de +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf b/Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf new file mode 100644 index 000000000..ea85b02aa --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b6cccbdc8a8eeae756445741bbbde25889cbddb5b33eb59ed4ef823a941c2c4b +size 1038084 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf.meta b/Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf.meta new file mode 100644 index 000000000..4a91d5c34 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: c3116fc6c85e9394a8a4c894f2aeae98 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Documentation/TheToonShader-1.0-Documentation.pdf + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/README for Samples.md b/Packages/com.shadercrew.the-toon-shader.3d/README for Samples.md new file mode 100644 index 000000000..5e1b0c57c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/README for Samples.md @@ -0,0 +1,4 @@ +There are several ways of how to install the TTS samples: + +Unity: +Go to Unity -> Window -> Package Manager -> Select the The Toon Shader package. 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b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common.meta new file mode 100644 index 000000000..7f9da6f34 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 25e88aaf0a761444eb7efd305b7dc978 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs new file mode 100644 index 000000000..0c118882c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs @@ -0,0 +1,206 @@ +#if UNITY_EDITOR +using System; +using System.IO; +using System.Linq; +using UnityEditor; +using UnityEditor.PackageManager; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + [InitializeOnLoad] + public static class TheToonShaderPackageInitializer + { + //private const string CurrentPackageVersion = "1.3.1"; + private const string VersionKey = "IsTheToonShaderPackageInitialized"; + + static TheToonShaderPackageInitializer() + { + EditorApplication.delayCall += RunInitialization; + Events.registeredPackages += OnPackagesRegistered; + } + + private static void RunInitialization() + { + string storedVersion = EditorPrefs.GetString(VersionKey + Application.productName, ""); + if (storedVersion != TheToonShaderConstants.THETOONSHADER_VERSION_3D) + { +#if !__SHADERCREW_DEV_ENV__ + EditorPrefs.SetString(VersionKey + Application.productName, TheToonShaderConstants.THETOONSHADER_VERSION_3D); + DoTildeShaderFolderAdjustments(); +#endif + } + + + + + } + private static void OnPackagesRegistered(PackageRegistrationEventArgs args) + { + //if(args.added != null) + //{ + // foreach (UnityEditor.PackageManager.PackageInfo item in args.added) + // { + // Debug.Log(item.name); + // } + //} + if (args.added != null && args.added.Any(pkg => pkg.name == "com.shadercrew.the-toon-shader.3d") || + args.changedFrom != null && args.changedFrom.Any(pkg => pkg.name == "com.shadercrew.the-toon-shader.3d") || + args.added != null && args.added.Any(pkg => pkg.name == "com.shadercrew.seethroughshader.3d") || + args.removed != null && args.removed.Any(pkg => pkg.name == "com.shadercrew.seethroughshader.3d")) + { +#if !__SHADERCREW_DEV_ENV__ + DoTildeShaderFolderAdjustments(); +#endif + } + } + private static void DoTildeShaderFolderAdjustments() + { + + string shaderPackageFolder = "Packages/com.shadercrew.the-toon-shader.3d/"; + + string nativeShaderFolderURP = shaderPackageFolder + "Scripts/Shaders/Native/URP"; + string nativeShaderFolderURPTilde = nativeShaderFolderURP + "~"; + + +#if USING_URP + RenameFolder(nativeShaderFolderURPTilde, nativeShaderFolderURP); + + string nativeShaderFolderURP2020 = nativeShaderFolderURP + "/2020"; + string nativeShaderFolderURP2020Tilde = nativeShaderFolderURP2020 + "~"; + + string nativeShaderFolderURP2021 = nativeShaderFolderURP + "/2021"; + string nativeShaderFolderURP2021Tilde = nativeShaderFolderURP2021 + "~"; + + string nativeShaderFolderURP2022 = nativeShaderFolderURP + "/2022"; + string nativeShaderFolderURP2022Tilde = nativeShaderFolderURP2022 + "~"; + + string nativeShaderFolderURPUnity6 = nativeShaderFolderURP + "/Unity6"; + string nativeShaderFolderURPUnity6Tilde = nativeShaderFolderURPUnity6 + "~"; + + string nativeShaderFolderURPUnity6_3 = nativeShaderFolderURP + "/Unity6_3"; + string nativeShaderFolderURPUnity6_3Tilde = nativeShaderFolderURPUnity6_3 + "~"; + + +#if UNITY_2020_1_OR_NEWER && !UNITY_2021_1_OR_NEWER + RenameFolder(nativeShaderFolderURP2020Tilde, nativeShaderFolderURP2020); +#else + RenameFolder(nativeShaderFolderURP2020, nativeShaderFolderURP2020Tilde); +#endif + +#if UNITY_2021_1_OR_NEWER && !UNITY_2022_1_OR_NEWER + RenameFolder(nativeShaderFolderURP2021Tilde, nativeShaderFolderURP2021); +#else + RenameFolder(nativeShaderFolderURP2021, nativeShaderFolderURP2021Tilde); +#endif + +#if UNITY_2022_1_OR_NEWER && !UNITY_2023_1_OR_NEWER + RenameFolder(nativeShaderFolderURP2022Tilde, nativeShaderFolderURP2022); +#else + RenameFolder(nativeShaderFolderURP2022, nativeShaderFolderURP2022Tilde); +#endif + +#if UNITY_2023_1_OR_NEWER && !UNITY_6000_3_OR_NEWER + RenameFolder(nativeShaderFolderURPUnity6Tilde, nativeShaderFolderURPUnity6); +#else + RenameFolder(nativeShaderFolderURPUnity6, nativeShaderFolderURPUnity6Tilde); +#endif + +#if UNITY_6000_3_OR_NEWER + RenameFolder(nativeShaderFolderURPUnity6_3Tilde, nativeShaderFolderURPUnity6_3); +#else + RenameFolder(nativeShaderFolderURPUnity6_3, nativeShaderFolderURPUnity6_3Tilde); +#endif + +#else + RenameFolder(nativeShaderFolderURP, nativeShaderFolderURPTilde); +#endif + + + + + + string stsShaderFolder = shaderPackageFolder + "Scripts/Shaders/STS"; + string stsShaderFolderTilde = stsShaderFolder + "~"; + + string stsShaderFolderURP = shaderPackageFolder + "Scripts/Shaders/STS/URP"; + string stsShaderFolderURPTilde = stsShaderFolderURP + "~"; + +#if USING_SEE_THROUGH_SHADER + RenameFolder(stsShaderFolderTilde, stsShaderFolder); + + +#if USING_URP + RenameFolder(stsShaderFolderURPTilde, stsShaderFolderURP); + + string stsShaderFolderURP2020 = stsShaderFolderURP + "/2020"; + string stsShaderFolderURP2020Tilde = stsShaderFolderURP2020 + "~"; + + string stsShaderFolderURP2021 = stsShaderFolderURP + "/2021"; + string stsShaderFolderURP2021Tilde = stsShaderFolderURP2021 + "~"; + + string stsShaderFolderURP2022 = stsShaderFolderURP + "/2022"; + string stsShaderFolderURP2022Tilde = stsShaderFolderURP2022 + "~"; + + string stsShaderFolderURPUnity6 = stsShaderFolderURP + "/Unity6"; + string stsShaderFolderURPUnity6Tilde = stsShaderFolderURPUnity6 + "~"; + + string stsShaderFolderURPUnity6_3 = stsShaderFolderURP + "/Unity6_3"; + string stsShaderFolderURPUnity6_3Tilde = stsShaderFolderURPUnity6_3 + "~"; + + +#if UNITY_2020_1_OR_NEWER && !UNITY_2021_1_OR_NEWER + RenameFolder(stsShaderFolderURP2020Tilde, stsShaderFolderURP2020); +#else + RenameFolder(stsShaderFolderURP2020, stsShaderFolderURP2020Tilde); +#endif + +#if UNITY_2021_1_OR_NEWER && !UNITY_2022_1_OR_NEWER + RenameFolder(stsShaderFolderURP2021Tilde, stsShaderFolderURP2021); +#else + RenameFolder(stsShaderFolderURP2021, stsShaderFolderURP2021Tilde); +#endif + +#if UNITY_2022_1_OR_NEWER && !UNITY_2023_1_OR_NEWER + RenameFolder(stsShaderFolderURP2022Tilde, stsShaderFolderURP2022); +#else + RenameFolder(stsShaderFolderURP2022, stsShaderFolderURP2022Tilde); +#endif + +#if UNITY_2023_1_OR_NEWER && !UNITY_6000_3_OR_NEWER + RenameFolder(stsShaderFolderURPUnity6Tilde, stsShaderFolderURPUnity6); +#else + RenameFolder(stsShaderFolderURPUnity6, stsShaderFolderURPUnity6Tilde); +#endif + +#if UNITY_6000_3_OR_NEWER + RenameFolder(stsShaderFolderURPUnity6_3Tilde, stsShaderFolderURPUnity6_3); +#else + RenameFolder(stsShaderFolderURPUnity6_3, stsShaderFolderURPUnity6_3Tilde); +#endif + +#else + RenameFolder(stsShaderFolderURP, stsShaderFolderURPTilde); +#endif +#else + RenameFolder(stsShaderFolder, stsShaderFolderTilde); +#endif + } + + private static void RenameFolder(string oldName, string newName) + { + if (Directory.Exists(oldName)) + { + Directory.Move(oldName, newName); + string meta = oldName + ".meta"; + if (File.Exists(meta)) + { + File.Delete(meta); + } + AssetDatabase.Refresh(); + } + } + + } +} +#endif diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs.meta new file mode 100644 index 000000000..ccc5b9610 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: caeee248b68067048b371329da21af54 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components.meta new file mode 100644 index 000000000..3a8edb4ab --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0be7bf4dc430a2c4398d08c83fadaca0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs new file mode 100644 index 000000000..6f02dde21 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs @@ -0,0 +1,2491 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Reflection; +using System.Security.Cryptography; +using UnityEditor; +using UnityEditor.AnimatedValues; +using UnityEditor.Graphs; +using UnityEditorInternal; +using UnityEngine; + +using static ShaderCrew.TheToonShader.ReplaceOrSynchronizeToonSettings; + + + +namespace ShaderCrew.TheToonShader +{ + [CustomEditor(typeof(ReplaceOrSynchronizeToonSettings))] + public class ReplaceOrSynchronizeToonSettingsEditor : Editor + { + + + +#region VARIABLES + private ReplaceOrSynchronizeToonSettings replaceOrSynchronizeToonSettings; + + private SerializedProperty replaceOrSyncMode; + private SerializedProperty methodMode; + + private SerializedProperty replaceOrSyncGroupType; + + + private SerializedProperty keepMaterialsInSyncWithReference; + + + private SerializedProperty isSyncingEditorMode; + + private SerializedProperty parentTransform; + + + //private SerializedProperty materialList; + + private SerializedProperty materialList; + private SerializedProperty materialListForParents; + private ReorderableList materialsReorderableList; + + //private SerializedProperty replaceOrSyncMode; + #region SerializedPropertyDeclaration + private SerializedProperty surfaceOptionsAndInputs; + private SerializedProperty surfaceOptionsAndInputsFoldout; + private SerializedProperty surfaceOptions; + private SerializedProperty surfaceOptionsFoldout; + private SerializedProperty surfaceInputs; + private SerializedProperty surfaceInputsFoldout; + + private SerializedProperty toonShading; + private SerializedProperty toonShadingFoldout; + private SerializedProperty toonShadingLightPartitioning; + private SerializedProperty toonShadingLightPartitioningFoldout; + private SerializedProperty toonShadingLight; + private SerializedProperty toonShadingLightFoldout; + private SerializedProperty toonShadingShading; + private SerializedProperty toonShadingShadingFoldout; + private SerializedProperty toonShadingCastShadows; + private SerializedProperty toonShadingCastShadowsFoldout; + private SerializedProperty toonShadingSpecular; + private SerializedProperty toonShadingSpecularFoldout; + private SerializedProperty toonShadingRim; + private SerializedProperty toonShadingRimFoldout; + + private SerializedProperty styling; + private SerializedProperty stylingFoldout; + + private SerializedProperty stylingDistanceFade; + private SerializedProperty stylingDistanceFadeFoldout; + + private SerializedProperty stylingShading; + private SerializedProperty stylingShadingFoldout; + private SerializedProperty stylingShadingPartitioning; + private SerializedProperty stylingShadingPartitioningFoldout; + private SerializedProperty stylingShadingBlending; + private SerializedProperty stylingShadingBlendingFoldout; + private SerializedProperty stylingShadingDrawSpace; + private SerializedProperty stylingShadingDrawSpaceFoldout; + private SerializedProperty stylingShadingDensityAndRotation; + private SerializedProperty stylingShadingDensityAndRotationFoldout; + private SerializedProperty stylingShadingStyleSettings; + private SerializedProperty stylingShadingStyleSettingsFoldout; + private SerializedProperty stylingShadingRandomize; + private SerializedProperty stylingShadingRandomizeFoldout; + + private SerializedProperty stylingCastShadows; + private SerializedProperty stylingCastShadowsFoldout; + private SerializedProperty stylingCastShadowsPartitioning; + private SerializedProperty stylingCastShadowsPartitioningFoldout; + private SerializedProperty stylingCastShadowsBlending; + private SerializedProperty stylingCastShadowsBlendingFoldout; + private SerializedProperty stylingCastShadowsDrawSpace; + private SerializedProperty stylingCastShadowsDrawSpaceFoldout; + private SerializedProperty stylingCastShadowsDensityAndRotation; + private SerializedProperty stylingCastShadowsDensityAndRotationFoldout; + private SerializedProperty stylingCastShadowsStyleSettings; + private SerializedProperty stylingCastShadowsStyleSettingsFoldout; + private SerializedProperty stylingCastShadowsRandomize; + private SerializedProperty stylingCastShadowsRandomizeFoldout; + + private SerializedProperty stylingSpecular; + private SerializedProperty stylingSpecularFoldout; + private SerializedProperty stylingSpecularSettings; + private SerializedProperty stylingSpecularSettingsFoldout; + private SerializedProperty stylingSpecularBlending; + private SerializedProperty stylingSpecularBlendingFoldout; + private SerializedProperty stylingSpecularDrawSpace; + private SerializedProperty stylingSpecularDrawSpaceFoldout; + private SerializedProperty stylingSpecularDensityAndRotation; + private SerializedProperty stylingSpecularDensityAndRotationFoldout; + private SerializedProperty stylingSpecularStyleSettings; + private SerializedProperty stylingSpecularStyleSettingsFoldout; + private SerializedProperty stylingSpecularRandomize; + private SerializedProperty stylingSpecularRandomizeFoldout; + + private SerializedProperty stylingRim; + private SerializedProperty stylingRimFoldout; + private SerializedProperty stylingRimSettings; + private SerializedProperty stylingRimSettingsFoldout; + private SerializedProperty stylingRimBlending; + private SerializedProperty stylingRimBlendingFoldout; + private SerializedProperty stylingRimDrawSpace; + private SerializedProperty stylingRimDrawSpaceFoldout; + private SerializedProperty stylingRimDensityAndRotation; + private SerializedProperty stylingRimDensityAndRotationFoldout; + private SerializedProperty stylingRimStyleSettings; + private SerializedProperty stylingRimStyleSettingsFoldout; + private SerializedProperty stylingRimRandomize; + private SerializedProperty stylingRimRandomizeFoldout; + + + private SerializedProperty outline; + private SerializedProperty outlineFoldout; + + + + //PROPERTIES: + + // General Shading: + private SerializedProperty _LightSource; + + private SerializedProperty _ShadingMode; + private SerializedProperty _LightFunction; + + private SerializedProperty _UseAlphaOnlyFromBaseMap; + + //BiRP and URP: + private SerializedProperty _Cull; + private SerializedProperty _AlphaClip; + private SerializedProperty _Cutoff; + private SerializedProperty _BumpScale; + private SerializedProperty _BumpMap; + private SerializedProperty _EmissionColor; + private SerializedProperty _EmissionMap; + private SerializedProperty _SmoothnessTextureChannel; + private SerializedProperty _Metallic; + private SerializedProperty _MetallicGlossMap; + private SerializedProperty _Parallax; + private SerializedProperty _ParallaxMap; + private SerializedProperty _OcclusionStrength; + private SerializedProperty _OcclusionMap; + private SerializedProperty _DetailMask; + private SerializedProperty _DetailAlbedoMap; + private SerializedProperty _DetailNormalMapScale; + private SerializedProperty _DetailNormalMap; + +#if USING_URP + //URP only: + private SerializedProperty _BaseMap; + private SerializedProperty _BaseColor; + + private SerializedProperty _Surface; + private SerializedProperty _Blend; +#else + //BiRP only: + private SerializedProperty _Color; + private SerializedProperty _MainTex; + private SerializedProperty _Glossiness; + private SerializedProperty _GlossMapScale; + private SerializedProperty _UVSec; + private SerializedProperty _Mode; +#endif + + + + + private SerializedProperty _ReceiveShadows; + // SimpleLit and Lit + private SerializedProperty _SpecularHighlights; + private SerializedProperty _SpecColor; + private SerializedProperty _SpecGlossMap; + private SerializedProperty _Smoothness; + //SimpleLit + private SerializedProperty _SmoothnessSource; + //Lit + private SerializedProperty _WorkflowMode; + + private SerializedProperty _EnvironmentReflections; + + private SerializedProperty _DetailAlbedoMapScale; + + + + //TOON SHADING: + private SerializedProperty _EnableToonShading; + private SerializedProperty _ShadingFunction; + + //Gradient: + private SerializedProperty _GradientTex; + private SerializedProperty _GradientMode; + private SerializedProperty _GradientBlending; + private SerializedProperty _GradientBlendFactor; + + //Cells: + private SerializedProperty _NumberOfCells; + private SerializedProperty _CellTransitionSmoothness; + private SerializedProperty _SumLightsBeforePosterization; + private SerializedProperty _ShadingUseLightColors; + + //Shadows: + private SerializedProperty _EnableShadows; + private SerializedProperty _CoreShadowColor; + private SerializedProperty _TerminatorPosition; + private SerializedProperty _TerminatorWidth; + private SerializedProperty _TerminatorSmoothness; + private SerializedProperty _FormShadowColor; + //Cast Shadows: + private SerializedProperty _EnableCastShadows; + //private SerializedProperty _CustomizeCastShadowsColor; + //private SerializedProperty _CastShadowsStrength; + //private SerializedProperty _CastShadowsSmoothness; + private SerializedProperty _CastShadowColorMode; + private SerializedProperty _CastShadowColor; + + private SerializedProperty _ShadingAffectedByNormalMap; + + //Specular: + private SerializedProperty _EnableSpecular; + private SerializedProperty _SpecularBlending; + private SerializedProperty _SpecularColor; + private SerializedProperty _SpecularSize; + private SerializedProperty _SpecularSmoothness; + private SerializedProperty _SpecularOpacity; + private SerializedProperty _SpecularAffectedByNormalMap; + private SerializedProperty _SpecularUseLightColors; + + //Rim: + private SerializedProperty _EnableRim; + private SerializedProperty _RimBlending; + private SerializedProperty _RimColor; + private SerializedProperty _RimSize; + private SerializedProperty _RimSmoothness; + private SerializedProperty _RimOpacity; + private SerializedProperty _RimAffectedArea; + private SerializedProperty _RimAffectedByNormalMap; + + + + + + // STYLING: + private SerializedProperty _EnableStyling; + //Distance Fade: + private SerializedProperty _EnableStylingDistanceFade; + private SerializedProperty _StylingDFStartingDistance; + private SerializedProperty _StylingDFFalloff; + private SerializedProperty _StylingAdjustDistanceFadeValue; + private SerializedProperty _StylingDistanceFadeValue; + + + private SerializedProperty _EnableAntiAliasing; + + //SYTLING SHADING: + private SerializedProperty _EnableShadingStyling; + private SerializedProperty _StylingShadingSyncWithOtherStyling; + + private SerializedProperty _StylingColor; + //Style + private SerializedProperty _ShadingStyle; + //Partitioning: + private SerializedProperty _SyncWithLightPartitioning; + private SerializedProperty _NumberOfCellsHatching; + private SerializedProperty _StylingTerminatorPosition; + private SerializedProperty _StylingOvermodelingFactor; + //Blending: + private SerializedProperty _StylingShadingBlending; + private SerializedProperty _StylingShadingIsInverted; + //UV SPACE: + private SerializedProperty _DrawSpace; + private SerializedProperty _UVSet; + private SerializedProperty _SSCameraDistanceScaled; + private SerializedProperty _AnchorSSToObjectsOrigin; + private SerializedProperty _CoordinateSystem; + private SerializedProperty _PolarCenterMode; + private SerializedProperty _PolarCenter; + + //Density and Rotation: + private SerializedProperty _StylingShadingDensity; + private SerializedProperty _StylingShadingInitialDirection; + private SerializedProperty _StylingShadingRotationBetweenCells; + private SerializedProperty _StylingShadingHalftonesOffset; + + //Style Settings: + private SerializedProperty _StylingShadingThicknessControl; + private SerializedProperty _StylingShadingThickness; + private SerializedProperty _StylingShadingOpacity; + private SerializedProperty _StylingShadingOpacityFalloff; + private SerializedProperty _StylingShadingThicknessFalloff; + private SerializedProperty _StylingShadingHardness; + + private SerializedProperty _StylingShadingHalftonesRoundness; + private SerializedProperty _StylingShadingHalftonesRoundnessFalloff; + + + + //DASHES: + private SerializedProperty _StylingShadingEnableDashes; + private SerializedProperty _StylingShadingDashesSize; + private SerializedProperty _StylingShadingDashesUseHatchingDensity; + private SerializedProperty _StylingShadingDashesDensity; + private SerializedProperty _StylingShadingDashesType; + private SerializedProperty _StylingShadingDashesRoundness; + private SerializedProperty _StylingShadingDashesOffset; + + private SerializedProperty _StylingShadingDashesTransitionPosition; + private SerializedProperty _StylingShadingDashesTransitionSoftness; + + + + + //Randomizer: + private SerializedProperty _EnableShadingRandomizer; + private SerializedProperty _ShadingNoise1Size; + private SerializedProperty _ShadingNoise1Seed; + private SerializedProperty _ShadingNoise2Seed; + private SerializedProperty _NoiseIntensity; + private SerializedProperty _SpacingRandomMode; + private SerializedProperty _SpacingRandomIntensity; + private SerializedProperty _OpacityRandomMode; + private SerializedProperty _OpacityRandomIntensity; + private SerializedProperty _HardnessRandomMode; + private SerializedProperty _HardnessRandomIntensity; + private SerializedProperty _LengthRandomMode; + private SerializedProperty _LengthRandomIntensity; + private SerializedProperty _ThicknessRandomMode; + private SerializedProperty _ThicknesshRandomIntensity; + + + + //STYLING CAST SHADOWS: + private SerializedProperty _EnableCastShadowsStyling; + private SerializedProperty _StylingCastShadowsSyncWithOtherStyling; + + private SerializedProperty _StylingCastShadowsColor; + //Style: + private SerializedProperty _CastShadowsStyle; + //Partitioning: + private SerializedProperty _CastShadowsNumberOfCellsHatching; + private SerializedProperty _StylingCastShadowsSmoothness; + + // Blending: + private SerializedProperty _StylingCastShadowsBlending; + private SerializedProperty _StylingCastShadowsIsInverted; + // UV Space: + private SerializedProperty _CastShadowsDrawSpace; + private SerializedProperty _CastShadowsUVSet; + private SerializedProperty _CastShadowsSSCameraDistanceScaled; + private SerializedProperty _CastShadowsAnchorSSToObjectsOrigin; + private SerializedProperty _CastShadowsCoordinateSystem; + private SerializedProperty _CastShadowsPolarCenterMode; + private SerializedProperty _CastShadowsPolarCenter; + //Density and Direction + private SerializedProperty _StylingCastShadowsDensity; + private SerializedProperty _StylingCastShadowsInitialDirection; + private SerializedProperty _StylingCastShadowsRotationBetweenCells; + private SerializedProperty _StylingCastShadowsHalftonesOffset; + //Style Settngs: + private SerializedProperty _StylingCastShadowsOpacity; + private SerializedProperty _StylingCastShadowsOpacityFalloff; + private SerializedProperty _StylingCastShadowsThicknessControl; + private SerializedProperty _StylingCastShadowsThickness; + private SerializedProperty _StylingCastShadowsThicknessFalloff; + private SerializedProperty _StylingCastShadowsHardness; + private SerializedProperty _StylingCastShadowsHalftonesRoundness; + private SerializedProperty _StylingCastShadowsHalftonesRoundnessFalloff; + + //DASHES: + private SerializedProperty _StylingCastShadowsEnableDashes; + private SerializedProperty _StylingCastShadowsDashesSize; + private SerializedProperty _StylingCastShadowsDashesUseHatchingDensity; + private SerializedProperty _StylingCastShadowsDashesDensity; + private SerializedProperty _StylingCastShadowsDashesRoundness; + private SerializedProperty _StylingCastShadowsDashesType; + private SerializedProperty _StylingCastShadowsDashesOffset; + + private SerializedProperty _StylingCastShadowsDashesTransitionPosition; + private SerializedProperty _StylingCastShadowsDashesTransitionSoftness; + + + //Randomizer: + private SerializedProperty _EnableCastShadowsRandomizer; + private SerializedProperty _CastShadowsNoise1Size; + private SerializedProperty _CastShadowsNoise1Seed; + private SerializedProperty _CastShadowsNoise2Seed; + private SerializedProperty _CastShadowsNoiseIntensity; + private SerializedProperty _CastShadowsSpacingRandomMode; + private SerializedProperty _CastShadowsSpacingRandomIntensity; + private SerializedProperty _CastShadowsOpacityRandomMode; + private SerializedProperty _CastShadowsOpacityRandomIntensity; + private SerializedProperty _CastShadowsHardnessRandomMode; + private SerializedProperty _CastShadowsHardnessRandomIntensity; + private SerializedProperty _CastShadowsLengthRandomMode; + private SerializedProperty _CastShadowsLengthRandomIntensity; + private SerializedProperty _CastShadowsThicknessRandomMode; + private SerializedProperty _CastShadowsThicknesshRandomIntensity; + + + //STYLING SPECULAR: + private SerializedProperty _EnableSpecularStyling; + private SerializedProperty _StylingSpecularSyncWithOtherStyling; + //Specular Settings: + private SerializedProperty _SyncWithSpecular; + private SerializedProperty _StylingSpecularSize; + private SerializedProperty _StylingSpecularSmoothness; + + private SerializedProperty _StylingSpecularColor; + private SerializedProperty _StylingSpecularUseLightColors; + //Style + private SerializedProperty _SpecularStyle; + // Blending: + private SerializedProperty _StylingSpecularBlending; + private SerializedProperty _StylingSpecularIsInverted; + // UV Space: + private SerializedProperty _SpecularDrawSpace; + private SerializedProperty _SpecularUVSet; + private SerializedProperty _SpecularSSCameraDistanceScaled; + private SerializedProperty _SpecularAnchorSSToObjectsOrigin; + private SerializedProperty _SpecularCoordinateSystem; + private SerializedProperty _SpecularPolarCenterMode; + private SerializedProperty _SpecularPolarCenter; + //Density and Direction + private SerializedProperty _StylingSpecularDensity; + private SerializedProperty _StylingSpecularRotation; + private SerializedProperty _StylingSpecularHalftonesOffset; + //Style Settngs: + private SerializedProperty _StylingSpecularOpacity; + private SerializedProperty _StylingSpecularOpacityFalloff; + private SerializedProperty _StylingSpecularThicknessControl; + private SerializedProperty _StylingSpecularThickness; + private SerializedProperty _StylingSpecularThicknessFalloff; + private SerializedProperty _StylingSpecularHardness; + private SerializedProperty _StylingSpecularHalftonesRoundness; + private SerializedProperty _StylingSpecularHalftonesRoundnessFalloff; + + //DASHES: + private SerializedProperty _StylingSpecularEnableDashes; + private SerializedProperty _StylingSpecularDashesSize; + private SerializedProperty _StylingSpecularDashesUseHatchingDensity; + private SerializedProperty _StylingSpecularDashesDensity; + private SerializedProperty _StylingSpecularDashesRoundness; + private SerializedProperty _StylingSpecularDashesType; + private SerializedProperty _StylingSpecularDashesOffset; + + private SerializedProperty _StylingSpecularDashesTransitionPosition; + private SerializedProperty _StylingSpecularDashesTransitionSoftness; + + + //Randomizer: + private SerializedProperty _EnableSpecularRandomizer; + private SerializedProperty _SpecularNoise1Size; + private SerializedProperty _SpecularNoise1Seed; + private SerializedProperty _SpecularNoise2Seed; + private SerializedProperty _SpecularNoiseIntensity; + private SerializedProperty _SpecularSpacingRandomMode; + private SerializedProperty _SpecularSpacingRandomIntensity; + private SerializedProperty _SpecularOpacityRandomMode; + private SerializedProperty _SpecularOpacityRandomIntensity; + private SerializedProperty _SpecularHardnessRandomMode; + private SerializedProperty _SpecularHardnessRandomIntensity; + private SerializedProperty _SpecularLengthRandomMode; + private SerializedProperty _SpecularLengthRandomIntensity; + private SerializedProperty _SpecularThicknessRandomMode; + private SerializedProperty _SpecularThicknesshRandomIntensity; + + + //STYLING RIM: + private SerializedProperty _EnableRimStyling; + private SerializedProperty _StylingRimSyncWithOtherStyling; + //Style + private SerializedProperty _RimStyle; + //Rim Settings: + private SerializedProperty _SyncWithRim; + private SerializedProperty _StylingRimSize; + private SerializedProperty _StylingRimSmoothness; + private SerializedProperty _StylingRimAffectedArea; + + private SerializedProperty _StylingRimColor; + // Blending: + private SerializedProperty _StylingRimBlending; + private SerializedProperty _StylingRimIsInverted; + // UV Space: + private SerializedProperty _RimDrawSpace; + private SerializedProperty _RimUVSet; + private SerializedProperty _RimSSCameraDistanceScaled; + private SerializedProperty _RimAnchorSSToObjectsOrigin; + private SerializedProperty _RimCoordinateSystem; + private SerializedProperty _RimPolarCenterMode; + private SerializedProperty _RimPolarCenter; + //Density and Direction + private SerializedProperty _StylingRimDensity; + private SerializedProperty _StylingRimRotation; + private SerializedProperty _StylingRimHalftonesOffset; + //Style Settngs: + private SerializedProperty _StylingRimThicknessControl; + private SerializedProperty _StylingRimThickness; + private SerializedProperty _StylingRimThicknessFalloff; + private SerializedProperty _StylingRimOpacity; + private SerializedProperty _StylingRimOpacityFalloff; + private SerializedProperty _StylingRimHardness; + private SerializedProperty _StylingRimHalftonesRoundness; + private SerializedProperty _StylingRimHalftonesRoundnessFalloff; + + //DASHES: + private SerializedProperty _StylingRimEnableDashes; + private SerializedProperty _StylingRimDashesSize; + private SerializedProperty _StylingRimDashesUseHatchingDensity; + private SerializedProperty _StylingRimDashesDensity; + private SerializedProperty _StylingRimDashesRoundness; + private SerializedProperty _StylingRimDashesType; + private SerializedProperty _StylingRimDashesOffset; + + private SerializedProperty _StylingRimDashesTransitionPosition; + private SerializedProperty _StylingRimDashesTransitionSoftness; + + //Randomizer: + private SerializedProperty _EnableRimRandomizer; + private SerializedProperty _RimNoise1Size; + private SerializedProperty _RimNoise1Seed; + private SerializedProperty _RimNoise2Seed; + private SerializedProperty _RimNoiseIntensity; + private SerializedProperty _RimSpacingRandomMode; + private SerializedProperty _RimSpacingRandomIntensity; + private SerializedProperty _RimOpacityRandomMode; + private SerializedProperty _RimOpacityRandomIntensity; + private SerializedProperty _RimHardnessRandomMode; + private SerializedProperty _RimHardnessRandomIntensity; + private SerializedProperty _RimLengthRandomMode; + private SerializedProperty _RimLengthRandomIntensity; + private SerializedProperty _RimThicknessRandomMode; + private SerializedProperty _RimThicknesshRandomIntensity; + + + private SerializedProperty _HatchingAffectedByNormalMap; + + private SerializedProperty _HatchingCameraDistanceFade; + private SerializedProperty _HalftonePatternCameraDistanceFade; + + + + + private SerializedProperty _EnableOutline; + private SerializedProperty _OutlineColor; + private SerializedProperty _OutlineWidth; + private SerializedProperty _OutlineDepthOffset; + //private SerializedProperty _OutlineCameraDistanceImpact; + private SerializedProperty _OutlineConstantScreenWidth; + +#endregion + + AnimBool surfaceOptionsAndInputsAnimBool; + AnimBool toonShadingAnimBool; + AnimBool stylingAnimBool; + AnimBool outlineAnimBool; + + + AnimFloat animFloatTest; + + private SerializedProperty referenceMaterial; + + + private Dictionary propertiesSynchronizationMapping; + + private const string k_KeyPrefix = "TheToonShader:ReplaceOrSynchronizeToonSettingsEditor:UI_State:"; + private string m_HeaderStateKey = null; + protected string headerStateKey { get { return m_HeaderStateKey; } } + + + + private List materialsWithWrongShader = new List(); + + [SerializeField] private float scrollSpeed = 0.5f; + private Texture2D stripeTexture; + private float scrollOffset = 0f; + private double lastTime; + + #endregion + private void InitializeReorderableListForMaterials() + { + materialsWithWrongShader.Clear(); + materialsReorderableList = new ReorderableList(serializedObject, materialList) + { + displayAdd = true, + displayRemove = true, + draggable = false, + drawHeaderCallback = rect => + { + //GUI.color = Color.cyan; + //GUI.backgroundColor = Color.red; + + GUIStyle style = new GUIStyle(EditorStyles.boldLabel); + style.normal.textColor = Color.white; + style.alignment = TextAnchor.MiddleCenter; + EditorGUI.LabelField(rect, "List of Materials", style); + + }, + drawElementCallback = (rect, index, focused, active) => + { + + var element = materialList.GetArrayElementAtIndex(index); + + var backgroundColor = GUI.backgroundColor; + int count = 0; + for (int i = 0; i < materialList.arraySize; i++) + { + if (materialList.GetArrayElementAtIndex(i).objectReferenceValue == element.objectReferenceValue) + { + count++; + } + } + if (element.objectReferenceValue == null || count > 1) + { + GUI.backgroundColor = Color.red; + } + else + { + GUI.backgroundColor = backgroundColor; + } + + + + + //GUI.color = Color.cyan; + GUIStyle insertVarNameHere = new GUIStyle(); + insertVarNameHere.fontStyle = FontStyle.Bold; + EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUI.GetPropertyHeight(element)), element, new GUIContent("Material " + (index + 1) + ": ")); + + GUI.backgroundColor = backgroundColor; + + + if (element.objectReferenceValue == null) + { + rect.y += EditorGUI.GetPropertyHeight(element); + EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight * 2), "Material " + (index + 1) + " may not be empty!", MessageType.Error); + } + else if (count > 1) + { + rect.y += EditorGUI.GetPropertyHeight(element); + EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight * 2), "Duplicate! Material " + (index + 1) + " has to be unique!", MessageType.Error); + } + //else if ((ReplaceOrSync)replaceOrSyncMode.enumValueIndex == ReplaceOrSync.Sync && !((Material)element.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + //{ + // rect.y += EditorGUI.GetPropertyHeight(element); + // EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight * 2), "Material " + (index + 1) + " has to be a \"The Toon Shader\" material!", MessageType.Error); + //} + //else if ((ReplaceOrSync)replaceOrSyncMode.enumValueIndex == ReplaceOrSync.Replace && ((Material)element.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + //{ + // rect.y += EditorGUI.GetPropertyHeight(element); + // EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight * 2), "Material " + (index + 1) + " can NOT be a \"The Toon Shader\" material!", MessageType.Error); + //} + else if (!((Material)element.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY) && (MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode) + { + rect.y += EditorGUI.GetPropertyHeight(element); + EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight * 2), "Material " + (index + 1) + " has to be a \"The Toon Shader\" material!", MessageType.Error); + if(!materialsWithWrongShader.Contains((Material)element.objectReferenceValue)) { + materialsWithWrongShader.Add(((Material)element.objectReferenceValue)); + } + } + + }, + + elementHeightCallback = index => + { + var element = materialList.GetArrayElementAtIndex(index); + int count = 0; + for (int i = 0; i < materialList.arraySize; i++) + { + if (materialList.GetArrayElementAtIndex(i).objectReferenceValue == element.objectReferenceValue) + { + count++; + } + } + var height = EditorGUI.GetPropertyHeight(element); + if (element.objectReferenceValue == null || count > 1 + //|| ((ReplaceOrSync)replaceOrSyncMode.enumValueIndex == ReplaceOrSync.Sync && !((Material)element.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + //|| ((ReplaceOrSync)replaceOrSyncMode.enumValueIndex == ReplaceOrSync.Replace && ((Material)element.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + || (!((Material)element.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY) && (MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode) ) + { + height += EditorGUIUtility.singleLineHeight * 2; + } + return height; + }, + + onAddCallback = list => + { + list.serializedProperty.arraySize++; + + var newElement = list.serializedProperty.GetArrayElementAtIndex(list.serializedProperty.arraySize - 1); + newElement.objectReferenceValue = null; + }, + onRemoveCallback = list => + { + List temp = new List(); + for (int i = 0; i < list.serializedProperty.arraySize; i++) + { + temp.Add((Material)list.serializedProperty.GetArrayElementAtIndex(i).objectReferenceValue); + } + list.serializedProperty.arraySize--; + temp.RemoveAt(list.index); + for (int i = 0; i < temp.Count; i++) + { + var d = list.serializedProperty.GetArrayElementAtIndex(i); + d.objectReferenceValue = temp[i]; + } + //ReorderableList.defaultBehaviours.DoRemoveButton(list); + + } + }; + } + + private void OnEditorUpdate() + { + double currentTime = EditorApplication.timeSinceStartup; + float deltaTime = (float)(currentTime - lastTime); + lastTime = currentTime; + + scrollOffset += scrollSpeed * deltaTime; + scrollOffset %= 1f; + Repaint(); + } + + private void OnEnable() + { + + if (target == null) + return; + + + // Generate or assign your angled stripe texture here + if (stripeTexture == null) + stripeTexture = GenerateStripeTexture(); + + // Initialize time + lastTime = EditorApplication.timeSinceStartup; + EditorApplication.update += OnEditorUpdate; + + replaceOrSynchronizeToonSettings = (ReplaceOrSynchronizeToonSettings)target; + + if (replaceOrSynchronizeToonSettings == null) + return; + + m_HeaderStateKey = k_KeyPrefix + target.name;// Create key string for editor prefs + //Debug.Log(m_HeaderStateKey); + + + + + referenceMaterial = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.referenceMaterial)); + + + //replaceOrSyncMode = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.replaceOrSyncMode)); + + + //foreach (string propertyName in ShaderUtils.ALL_PROPERITES) + //{ + + // //Debug.Log(this.GetType().GetField(propertyName, BindingFlags.Instance | BindingFlags.NonPublic)); + // //Debug.Log(serializedObject.FindProperty(propertyName)); + // this.GetType().GetField(propertyName, BindingFlags.Instance | BindingFlags.NonPublic).SetValue(this, serializedObject.FindProperty(propertyName)); + // //Debug.Log(this.GetType().GetField(propertyName)); + //} + + + foreach (string propertyName in ShaderUtils.ALL_PROPERITES) + { + FieldInfo field = GetType().GetField(propertyName, BindingFlags.Instance | BindingFlags.NonPublic); + + if (field == null) + { + Debug.LogError($"Missing editor field for shader property: {propertyName}", target); + continue; + } + + SerializedProperty property = serializedObject.FindProperty(propertyName); + + if (property == null) + { + Debug.LogError($"Missing SerializedProperty on ReplaceOrSynchronizeToonSettings: {propertyName}", target); + continue; + } + + field.SetValue(this, property); + } + + + + //test = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.test)); + ////test.FindPropertyRelative("propertiesActive").intValue = 44; + //Debug.Log(test.FindPropertyRelative("propertiesActive").intValue); + + + //replaceOrSyncMode = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.replaceOrSyncMode)); + + methodMode = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.methodMode)); + + replaceOrSyncGroupType = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.replaceOrSyncGroupType)); + + keepMaterialsInSyncWithReference = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.keepMaterialsInSyncWithReference)); + + isSyncingEditorMode = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.isSyncingEditorMode)); + + parentTransform = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.parentTransform)); + + + + + + materialList = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.materialList)); + + materialListForParents = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.materialListForParents)); + + InitializeReorderableListForMaterials(); + + surfaceOptionsAndInputs = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.surfaceOptionsAndInputs)); + surfaceOptionsAndInputsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.surfaceOptionsAndInputsFoldout)); + surfaceOptions = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.surfaceOptions)); + surfaceOptionsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.surfaceOptionsFoldout)); + surfaceInputs = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.surfaceInputs)); + surfaceInputsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.surfaceInputsFoldout)); + + toonShading = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShading)); + toonShadingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingFoldout)); + toonShadingLightPartitioning = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingLightPartitioning)); + toonShadingLightPartitioningFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingLightPartitioningFoldout)); + toonShadingLight = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingLight)); + toonShadingLightFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingLightFoldout)); + toonShadingShading = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingShading)); + toonShadingShadingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingShadingFoldout)); + toonShadingCastShadows = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingCastShadows)); + toonShadingCastShadowsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingCastShadowsFoldout)); + toonShadingSpecular = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingSpecular)); + toonShadingSpecularFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingSpecularFoldout)); + toonShadingRim = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingRim)); + toonShadingRimFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.toonShadingRimFoldout)); + + styling = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.styling)); + stylingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingFoldout)); + + stylingDistanceFade= serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingDistanceFade)); + stylingDistanceFadeFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingDistanceFadeFoldout)); + + stylingShading = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShading)); + stylingShadingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingFoldout)); + stylingShadingPartitioning = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingPartitioning)); + stylingShadingPartitioningFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingPartitioningFoldout)); + stylingShadingBlending = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingBlending)); + stylingShadingBlendingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingBlendingFoldout)); + stylingShadingDrawSpace = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingDrawSpace)); + stylingShadingDrawSpaceFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingDrawSpaceFoldout)); + stylingShadingDensityAndRotation = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingDensityAndRotation)); + stylingShadingDensityAndRotationFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingDensityAndRotationFoldout)); + stylingShadingStyleSettings = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingStyleSettings)); + stylingShadingStyleSettingsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingStyleSettingsFoldout)); + stylingShadingRandomize = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingRandomize)); + stylingShadingRandomizeFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingShadingRandomizeFoldout)); + + stylingCastShadows = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadows)); + stylingCastShadowsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsFoldout)); + stylingCastShadowsPartitioning = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsPartitioning)); + stylingCastShadowsPartitioningFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsPartitioningFoldout)); + stylingCastShadowsBlending = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsBlending)); + stylingCastShadowsBlendingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsBlendingFoldout)); + stylingCastShadowsDrawSpace = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsDrawSpace)); + stylingCastShadowsDrawSpaceFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsDrawSpaceFoldout)); + stylingCastShadowsDensityAndRotation = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsDensityAndRotation)); + stylingCastShadowsDensityAndRotationFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsDensityAndRotationFoldout)); + stylingCastShadowsStyleSettings = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsStyleSettings)); + stylingCastShadowsStyleSettingsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsStyleSettingsFoldout)); + stylingCastShadowsRandomize = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsRandomize)); + stylingCastShadowsRandomizeFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingCastShadowsRandomizeFoldout)); + + stylingSpecular = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecular)); + stylingSpecularFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularFoldout)); + stylingSpecularSettings = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularSettings)); + stylingSpecularSettingsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularSettingsFoldout)); + stylingSpecularBlending = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularBlending)); + stylingSpecularBlendingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularBlendingFoldout)); + stylingSpecularDrawSpace = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularDrawSpace)); + stylingSpecularDrawSpaceFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularDrawSpaceFoldout)); + stylingSpecularDensityAndRotation = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularDensityAndRotation)); + stylingSpecularDensityAndRotationFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularDensityAndRotationFoldout)); + stylingSpecularStyleSettings = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularStyleSettings)); + stylingSpecularStyleSettingsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularStyleSettingsFoldout)); + stylingSpecularRandomize = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularRandomize)); + stylingSpecularRandomizeFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingSpecularRandomizeFoldout)); + + stylingRim = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRim)); + stylingRimFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimFoldout)); + stylingRimSettings = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimSettings)); + stylingRimSettingsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimSettingsFoldout)); + stylingRimBlending = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimBlending)); + stylingRimBlendingFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimBlendingFoldout)); + stylingRimDrawSpace = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimUVSpace)); + stylingRimDrawSpaceFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimUVSpaceFoldout)); + stylingRimDensityAndRotation = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimDensityAndRotation)); + stylingRimDensityAndRotationFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimDensityAndRotationFoldout)); + stylingRimStyleSettings = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimStyleSettings)); + stylingRimStyleSettingsFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimStyleSettingsFoldout)); + stylingRimRandomize = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimRandomize)); + stylingRimRandomizeFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.stylingRimRandomizeFoldout)); + + + outline = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.outline)); + outlineFoldout = serializedObject.FindProperty(nameof(ReplaceOrSynchronizeToonSettings.outlineFoldout)); + + + + + + surfaceOptionsAndInputsAnimBool = new AnimBool(false); + surfaceOptionsAndInputsAnimBool.valueChanged.AddListener(this.Repaint); + + toonShadingAnimBool = new AnimBool(false); + toonShadingAnimBool.valueChanged.AddListener(this.Repaint); + + stylingAnimBool = new AnimBool(false); + stylingAnimBool.valueChanged.AddListener(this.Repaint); + + outlineAnimBool = new AnimBool(false); + outlineAnimBool.valueChanged.AddListener(this.Repaint); + + + //animFloatTest = new AnimFloat(0); + //animFloatTest.valueChanged.AddListener(this.Repaint); + +#if USING_URP + SetupSurfaceAndOptionsPropertiesArrays(); +#else + SetupSurfaceAndOptionsBiRPPropertiesArrays(); +#endif + + SetupToonShadingPropertiesArrays(); + SetupStylingPropertiesArrays(); + SetupOutlinePropertiesArrays(); + + } + + + int originalIndent; + + private void OnDisable() + { + //replaceOrSynchronizeToonSettings.methodMode = MethodMode.Stopped; + EditorApplication.update -= OnEditorUpdate; + + } + Color lightBlue = new Color(1.0f, 0.5f, 0.4f, 1); + private Texture2D GenerateStripeTexture() + { + const int width = 32; + const int height = 8; + Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false) + { + wrapMode = TextureWrapMode.Repeat, + filterMode = FilterMode.Bilinear + }; + + for (int y = 0; y < height; y++) + { + for (int x = 0; x < width; x++) + { + if (x < 16) + texture.SetPixel(x, y, Color.white); + else + texture.SetPixel(x, y, Color.gray); + } + } + + texture.Apply(); + return texture; + } + + public override void OnInspectorGUI() + { + if (target == null || serializedObject == null) + return; + + serializedObject.Update(); + + if (methodMode == null || referenceMaterial == null || materialList == null) + { + EditorGUILayout.HelpBox("Inspector was not initialized correctly. Check missing serialized fields.", MessageType.Error); + return; + } + Color oriCol = EditorStyles.label.normal.textColor; + EditorStyles.label.normal.textColor = Color.white; + + + originalIndent = EditorGUI.indentLevel; + + string modeText = "Replace or Synchronize"; + + EditorUtils.LogoOnlyStart(modeText); + + + + GUIStyle replacementStyle = new GUIStyle(); + replacementStyle.normal.textColor = Color.white; + replacementStyle.alignment = TextAnchor.MiddleCenter; + replacementStyle.fontStyle = FontStyle.Bold; + + + EditorUtils.Header("Choose The Method", replacementStyle); + + Rect rectt = EditorGUILayout.BeginVertical(); + rectt.x = 0; + rectt.width = rectt.width + 30; + GUI.Box(rectt, GUIContent.none); + + GUILayout.Space(5); + + if((MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode && Application.isPlaying) + { + GUI.enabled = false; + } + + //replaceOrSyncMode.intValue = (int)(ReplaceOrSync)EditorGUILayout.EnumPopup("Replace or Sync Mode: ", (ReplaceOrSync)replaceOrSyncMode.intValue); + + //string[] replaceAndOrSyncTypes = System.Enum.GetNames(typeof(ReplaceOrSync)); + //EditorGUI.BeginChangeCheck(); + //replaceOrSyncMode.intValue = GUILayout.Toolbar(replaceOrSyncMode.intValue, replaceAndOrSyncTypes); + //if (EditorGUI.EndChangeCheck()) + //{ + // InitializeReorderableListForMaterials(); //Refresh + //} + + + //EditorGUILayout.PropertyField(methodMode); + string[] methodModeTypes = System.Enum.GetNames(typeof(MethodMode)); + + + bool guiState = GUI.enabled; + if ((MethodMode)methodMode.enumValueIndex == MethodMode.PlayMode && Application.isPlaying) + { + GUI.enabled = false; + } + + EditorGUI.BeginChangeCheck(); + methodMode.enumValueIndex = GUILayout.Toolbar(methodMode.enumValueIndex, methodModeTypes); + if (EditorGUI.EndChangeCheck()) + { + //if ((MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode) + //{ + // replaceOrSynchronizeToonSettings.CreateUndoMaterialsCopy(); + //} + isSyncingEditorMode.boolValue = false; + } + GUI.enabled = guiState; + + guiState = GUI.enabled; + if ((MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode) + { + EditorGUILayout.HelpBox("Press the Button 'Start Syncing' to start this mode! All modifications are permanent, and your materials will be permanently altered with no option to revert to their original state. " + + "If you want to play around without the changes being permanent, use the \"PlayMode\"." + //+ "If you want to undo the changes you made this session, you can do that pressing the \"Undo\" Button below. A session is started as soon as the components " + + //"runs and ends even if you just re-compile a C# file." + , MessageType.Info); + + string syncingText = "Start Syncing"; + if (isSyncingEditorMode.boolValue == true) + { + syncingText = "Stop Syncing"; + } + if (materialList.arraySize <= 0 && (ReplaceOrSyncGroupType)replaceOrSyncGroupType.enumValueIndex == ReplaceOrSyncGroupType.ListOfMaterials || + referenceMaterial.objectReferenceValue == null) + { + //EditorGUILayout.HelpBox("You haven't added any materials to the list! Without them, you can NOT sync.", MessageType.Error); + //EditorGUILayout.HelpBox("You have to set a reference material! Without it, you can NOT sync.", MessageType.Error); + + GUI.enabled = false; + } + if (GUILayout.Button(syncingText)) + { + isSyncingEditorMode.boolValue = !isSyncingEditorMode.boolValue; + + if (isSyncingEditorMode.boolValue == true) + { + List materialsFromSetup = replaceOrSynchronizeToonSettings.DoSetupForMaterialsEditorMode(); + if((MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode && (ReplaceOrSyncGroupType)replaceOrSyncGroupType.enumValueIndex == ReplaceOrSyncGroupType.Parent) + { + materialListForParents.ClearArray(); + int index = 0; + foreach (Material material in materialsFromSetup) + { + materialListForParents.InsertArrayElementAtIndex(index); + materialListForParents.GetArrayElementAtIndex(index).objectReferenceValue = material; + index++; + } + } + + replaceOrSynchronizeToonSettings.SyncTheToonShaderProperties(true); + } + } + + //if(isSyncingEditorMode.boolValue == true) + //{ + // EditorGUILayout.Space(4); + // Rect barRect = GUILayoutUtility.GetRect(1, 4, GUILayout.ExpandWidth(true)); + // if (stripeTexture != null) + // { + // float tilingX = barRect.width / 64f; + // Rect textureRect = new Rect(-scrollOffset, 0f, tilingX, 1f); + // GUI.DrawTextureWithTexCoords(barRect, stripeTexture, textureRect); + // } + //} + + GUI.enabled = guiState; + + + //if (GUILayout.Button("Undo")) + //{ + // //methodMode.enumValueIndex = (int)MethodMode.Stopped; + // replaceOrSynchronizeToonSettings.UndoEditorModeMaterialChange(); + //} + + + + + } + else if((MethodMode)methodMode.enumValueIndex == MethodMode.PlayMode) + { + EditorGUILayout.HelpBox("Press PLAY to start this mode! All modifications are transient, and upon stop, your materials will promptly return to their original state.", MessageType.Info); + keepMaterialsInSyncWithReference.boolValue = EditorGUILayout.ToggleLeft("Keep Materials in Sync with Reference", keepMaterialsInSyncWithReference.boolValue); + + } + + + if ((MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode && isSyncingEditorMode.boolValue == true + || ((MethodMode)methodMode.enumValueIndex == MethodMode.PlayMode && Application.isPlaying)) + { + EditorGUILayout.Space(4); + Rect barRect = GUILayoutUtility.GetRect(1, 4, GUILayout.ExpandWidth(true)); + if (stripeTexture != null) + { + float tilingX = barRect.width / 64f; + Rect textureRect = new Rect(-scrollOffset, 0f, tilingX, 1f); + GUI.DrawTextureWithTexCoords(barRect, stripeTexture, textureRect); + } + } + + //else if ((MethodMode)methodMode.enumValueIndex == MethodMode.Stopped) + //{ + // EditorGUILayout.HelpBox("Currently this component is stopped, select one of the two method modes to activate it. Keep in mind that the modfications in Editor Mode are permanent, so only enable it, if you are ready for those changes! It's always good to test out your settings in Play Mode!", MessageType.Warning); + //} + + + + //for (int i = 0; i < materialList.arraySize; i++) + //{ + // Material material = (Material) materialList.GetArrayElementAtIndex(i).objectReferenceValue; + // //Debug.Log(material.name); + + //} + + //EditorGUILayout.PropertyField(keepMaterialsInSyncWithReference); + + + + GUILayout.Space(5); + + + EditorGUILayout.EndVertical(); + EditorUtils.DrawUILineFullWidth(Color.black, thickness: 1, padding: -5); + + GUILayout.Space(15); + + + if(isSyncingEditorMode.boolValue == true || ((MethodMode)methodMode.enumValueIndex == MethodMode.PlayMode && Application.isPlaying) ) + { + GUI.enabled = false; + } + + EditorUtils.Header("Choose The Reference Material", replacementStyle); + + rectt = EditorGUILayout.BeginVertical(); + rectt.x = 0; + rectt.width = rectt.width + 20; + GUI.Box(rectt, GUIContent.none); + + GUILayout.Space(5); + + + EditorGUILayout.PropertyField(referenceMaterial); + if (referenceMaterial.objectReferenceValue == null) + { + EditorGUILayout.HelpBox("You have to set a reference material, " + + " otherwise this component won't work" + //"otherwise the 'The Toon Shader' will be limited to the default shader settings and so won't work as expected!" + , MessageType.Error); + + } + else if (!((Material)referenceMaterial.objectReferenceValue).HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + EditorGUILayout.HelpBox("The reference material is NOT a 'The Toon Shader' material! " + modeText + " will NOT work with a NON-TTS shader!", MessageType.Error); + + } + + GUILayout.Space(5); + + + EditorGUILayout.EndVertical(); + EditorUtils.DrawUILineFullWidth(Color.black, thickness: 1, padding: -5); + + GUILayout.Space(15); + + + + EditorUtils.Header("Choose The Group Type", replacementStyle); + + rectt = EditorGUILayout.BeginVertical(); + rectt.x = 0; + rectt.width = rectt.width + 20; + GUI.Box(rectt, GUIContent.none); + GUILayout.Space(5); + + EditorGUILayout.PropertyField(replaceOrSyncGroupType, new GUIContent("Group Type")); + + + switch ((ReplaceOrSyncGroupType)replaceOrSyncGroupType.enumValueIndex) + { + case ReplaceOrSyncGroupType.Parent: + { + EditorGUILayout.PropertyField(parentTransform); + if (parentTransform.objectReferenceValue == null) + { + EditorGUILayout.HelpBox("You didn't choose a parent transform, that means that this GameObject, '" + + this.target.name + "' will be the parent. Every child of it that isn't in" + + " the exemption list will get the The Toon Shader assigned to its material during runtime.", MessageType.Info); + } + break; + } + + case ReplaceOrSyncGroupType.ListOfMaterials: + { + materialsReorderableList.DoLayoutList(); + if (materialList.arraySize <= 0) + { + EditorGUILayout.HelpBox("You haven't added any Materials to the list, that means that the " + this.target.GetType().Name + " script won't work!.", MessageType.Warning); + } + int materialsWithWrongShaderCount = materialsWithWrongShader.Count; + if (materialsWithWrongShader != null && materialsWithWrongShaderCount > 0 && (MethodMode)methodMode.enumValueIndex == MethodMode.EditorMode) + { + GUILayout.Space(5); + + string numberOfMaterials; + if (materialsWithWrongShaderCount == 1) + { + numberOfMaterials = "is 1 material"; + } + else + { + numberOfMaterials = "are " + materialsWithWrongShaderCount + " materials"; + } + EditorGUILayout.HelpBox("There " + numberOfMaterials + " with non-TTS shaders. Syncing in the Editor Mode will only work with materials using a TTS shader!", MessageType.Warning); + EditorGUI.BeginChangeCheck(); + if (GUILayout.Button("Apply \"The Toon Shader\"")) + { + foreach (Material material in materialsWithWrongShader) + { + material.shader = ((Material)referenceMaterial.objectReferenceValue).shader; + } + } + if (EditorGUI.EndChangeCheck()) + { + InitializeReorderableListForMaterials(); + } + } + break; + } + default: break; + } + + + //Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(1)); + ////r.x = -5; + //r.width = r.width + 6; + //r.x = r.x - 3; + + ////rectt.width = rectt.width + rectt.x; + ////rectt.x = -10; + + + //EditorGUI.DrawRect(r, new Color(0.2f, 0.2f, 0.2f, 1)); + + + + GUILayout.Space(5); + + EditorGUILayout.EndVertical(); + EditorUtils.DrawUILineFullWidth(Color.black, thickness: 1, padding: -5); + + GUILayout.Space(15); + + + EditorUtils.Header("The Toon Shader Properties", replacementStyle); // \n For " + modeText, replacementStyle); + + if (referenceMaterial!= null && referenceMaterial.objectReferenceValue != null) + { + EditorGUI.BeginChangeCheck(); + DrawReferenceMaterialPropertySelectionSection(); + if (EditorGUI.EndChangeCheck()) + { + bool test = serializedObject.ApplyModifiedProperties(); + if(test) + { + replaceOrSynchronizeToonSettings.CalculatePropertyToogleBoolDictionary(); //Refresh + } + + //replaceOrSynchronizeToonSettings.PrintStatusOfPropertiesAndToggles(); + + } + } + GUI.enabled = true; + //flags = EditorGUILayout.MaskField("Player Flags", flags, options); + + EditorStyles.label.normal.textColor = oriCol; + + + EditorUtils.LogoOnlyEnd(); + + + serializedObject.ApplyModifiedProperties(); + } + + + + private void DrawReferenceMaterialPropertySelectionSection() + { +#if USING_URP + DrawCategory(surfaceAndOptionsAllProperties.ToArray(), Position.Top, category: surfaceOptionsAndInputs, categoryName: null, categoryFoldout: surfaceOptionsAndInputsFoldout, animBoolFoldout: surfaceOptionsAndInputsAnimBool, SurfaceOptionAndInputs); +#else + DrawCategory(surfaceAndOptionsAllProperties.ToArray(), Position.Top, category: surfaceOptionsAndInputs, categoryName: null, categoryFoldout: surfaceOptionsAndInputsFoldout, animBoolFoldout: surfaceOptionsAndInputsAnimBool, SurfaceOptionAndInputsBiRP); +#endif + + + DrawCategory(toonShadingAllProperties.ToArray(), Position.Top, category: toonShading, categoryName: null, categoryFoldout: toonShadingFoldout, animBoolFoldout: toonShadingAnimBool, ToonShading); + + DrawCategory(stylingAllProperties.ToArray(), Position.Top, category: styling, categoryName: null, categoryFoldout: stylingFoldout, animBoolFoldout: stylingAnimBool, Styling); + + DrawCategory(outlineProperties.ToArray(), Position.Top, category: outline, categoryName: "Outline", categoryFoldout: outlineFoldout, animBoolFoldout: outlineAnimBool); + } + + + + + private float GetPropertyFloat(string propertyName) + { + return ((Material)referenceMaterial.objectReferenceValue).GetFloat(propertyName); + } + + private void DisplayShaderPropertyBool(SerializedProperty serializedProperty, bool enabled = true, string displayName = null) + { + bool originalGUIEnabled = GUI.enabled; + //EditorGUILayout.PropertyField(serializedProperty); + if(!enabled) + GUI.enabled = false; + + serializedProperty.boolValue = EditorGUILayout.ToggleLeft(displayName != null ? displayName : serializedProperty.displayName, serializedProperty.boolValue); + + if (!enabled) + GUI.enabled = originalGUIEnabled; + } + + private void DrawProperties(bool excludeEnabled = false, params SerializedProperty[] serializedProperties) { + foreach (SerializedProperty serializedProperty in serializedProperties) + { + DisplayShaderPropertyBool(serializedProperty, excludeEnabled ? (!serializedProperty.displayName.Contains("Enable") && !serializedProperty.displayName.Contains("Sync With Other Styling") ) : true); + } + } + + + + private void DrawProperties(params SerializedProperty[] serializedProperties) + { + DrawProperties(excludeEnabled:false, serializedProperties); + } + + + //private delegate void PassableFunction(params SerializedProperty[] propertiesArray); + //private delegate void PassableFunction(PassableFunction function = null, SerializedProperty category = null, string categoryName = null, params SerializedProperty[] propertiesArray); + //private delegate void PassableFunction(SerializedProperty[] propertiesArray = null, SerializedProperty category = null, string categoryName = null, params PassableFunction[] functions); + private delegate void PassableFunction(); + + enum Position + { + Top, + Sub, + None, + } + + private void DrawCategory(SerializedProperty[] propertiesArray, Position position, Color color, FontStyle fontStyle = FontStyle.Normal, int padding = 0, SerializedProperty category = null, string categoryName = null, SerializedProperty categoryFoldout = null, AnimBool animBoolFoldout = null, bool disableEnabler = true, params PassableFunction[] functions) + { + if (position == Position.Top) + { + bool showFoldout = ToonEditorUtils.MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(new GUIContent(categoryName ?? category.displayName), categoryFoldout, category, propertiesArray); + if (category.boolValue == false) //DONT KNOW WHY I HAVE TO DO THIS AGAIN LOL + { + ToonEditorUtils.SetSerializedPropertiesBool(false, propertiesArray); + } + animBoolFoldout.target = showFoldout; + if (EditorGUILayout.BeginFadeGroup(animBoolFoldout.faded)) + { + if (functions != null && functions.Length > 0) + { + foreach (PassableFunction function in functions) + { + function(); + } + } + else + { + DrawProperties(disableEnabler, propertiesArray); + } + + } + EditorGUILayout.EndFadeGroup(); + } + else if (position == Position.Sub) + { + bool showFoldout = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(new GUIContent(categoryName ?? category.displayName),categoryFoldout, category, color, fontStyle, 0, padding, propertiesArray); + if (category.boolValue == false)//DONT KNOW WHY I HAVE TO DO THIS AGAIN LOL + { + ToonEditorUtils.SetSerializedPropertiesBool(false, propertiesArray); + } + + if (showFoldout) + { + EditorGUI.indentLevel += 1; + if (functions != null && functions.Length > 0) + { + + foreach (PassableFunction function in functions) + { + function(); + } + } + else + { + DrawProperties(disableEnabler, propertiesArray); + } + EditorGUI.indentLevel -= 1; + + } + } + + } + private void DrawCategory(SerializedProperty[] propertiesArray, SerializedProperty category = null, string categoryName = null, SerializedProperty categoryFoldout = null, bool disableEnabler = true, params PassableFunction[] functions) + { + DrawCategory(propertiesArray, Position.Sub, Color.white, FontStyle.Normal, 10, category, categoryName, categoryFoldout, null, disableEnabler, functions); + } + + private void DrawCategory(SerializedProperty[] propertiesArray, SerializedProperty category = null, string categoryName = null, SerializedProperty categoryFoldout = null, params PassableFunction[] functions) + { + DrawCategory(propertiesArray, Position.Sub, Color.white, FontStyle.Normal, 10, category, categoryName, categoryFoldout, null, true, functions); + } + + private void DrawCategory(SerializedProperty[] propertiesArray, Color color, SerializedProperty category = null, string categoryName = null, SerializedProperty categoryFoldout = null, params PassableFunction[] functions) + { + DrawCategory(propertiesArray, Position.Sub, color, FontStyle.BoldAndItalic, 0, category, categoryName, categoryFoldout, null, true, functions); + } + + private void DrawCategory(SerializedProperty[] propertiesArray, Position position, SerializedProperty category = null, string categoryName = null, SerializedProperty categoryFoldout = null, AnimBool animBoolFoldout = null, params PassableFunction[] functions) + { + DrawCategory(propertiesArray, position, Color.gray, FontStyle.Italic, 0, category, categoryName, categoryFoldout, animBoolFoldout, true, functions); + } + + + + private void SurfaceOptionAndInputsBiRP() + { + //DrawProperties(false, surfaceAndOptionsBiRPAllProperties.ToArray()); + + bool originalGUIEnabled = GUI.enabled; + GUI.enabled = false; + DrawProperties(false, surfaceAndOptionsGeneralProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + + EditorGUILayout.Space(); + + + DrawCategory(surfaceOptionsProperties.ToArray(), category: surfaceOptions, categoryName: "Surface Options", categoryFoldout: surfaceOptionsFoldout); + + string shadingModeLightFunction; + if (GetPropertyFloat("_ShadingMode") == 1) + { + //if (GetPropertyFloat("_LightFunction") == 0) + //{ + // shadingModeLightFunction = " - Blinn Phong"; + //} + //else + //{ + shadingModeLightFunction = " - (PBR)"; + //} + + } + else + { + shadingModeLightFunction = " - (Color Based)"; + } + + DrawCategory(surfaceInputsLitProperties.ToArray(), category: surfaceInputs, categoryName: "Surface Inputs" + shadingModeLightFunction, categoryFoldout: surfaceInputsFoldout, SurfaceInputsBiRP); + EditorGUILayout.Space(); + + } + + private void SurfaceOptionAndInputs() + { + bool originalGUIEnabled = GUI.enabled; + + GUI.enabled = false; + DrawProperties(false, surfaceAndOptionsGeneralProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + + EditorGUILayout.Space(); + + + DrawCategory(surfaceOptionsProperties.ToArray(), category: surfaceOptions, categoryName: "Surface Options", categoryFoldout: surfaceOptionsFoldout); + + string shadingModeLightFunction; + if (GetPropertyFloat("_ShadingMode") == 1) + { + if (GetPropertyFloat("_LightFunction") == 0) + { + shadingModeLightFunction = " - Blinn Phong"; + } + else + { + shadingModeLightFunction = " - (PBR)"; + } + + } + else + { + shadingModeLightFunction = " - (Color Based)"; + } + + DrawCategory(surfaceInputsLitProperties.ToArray(), category: surfaceInputs, categoryName: "Surface Inputs" + shadingModeLightFunction, categoryFoldout: surfaceInputsFoldout, SurfaceInputs); + EditorGUILayout.Space(); + + } + + + private void SurfaceInputsBiRP() + { + bool originalGUIEnabled = GUI.enabled; + + if (GetPropertyFloat("_ShadingMode") == 1) + { + //if (GetPropertyFloat("_LightFunction") == 0) + //{ + // DrawProperties(false, surfaceInputsSimpleLitProperties.ToArray()); + // GUI.enabled = false; + // DrawProperties(false, surfaceInputsOnlyLitProperties.ToArray()); + // GUI.enabled = true; + //} + //else + //{ + DrawProperties(false, surfaceInputsLitProperties.ToArray()); + //} + + } + else + { + DrawProperties(false, surfaceInputsBaseProperties.ToArray()); + GUI.enabled = false; + DrawProperties(false, surfaceInputsOnlyLitProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + } + } + + private void SurfaceInputs() + { + bool originalGUIEnabled = GUI.enabled; + + if (GetPropertyFloat("_ShadingMode") == 1) + { + if (GetPropertyFloat("_LightFunction") == 0) + { + DrawProperties(false, surfaceInputsSimpleLitProperties.ToArray()); + GUI.enabled = false; + DrawProperties(false, surfaceInputsOnlyLitProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + } + else + { + DrawProperties(false, surfaceInputsLitProperties.ToArray()); + } + + } + else + { + DrawProperties(false, surfaceInputsBaseProperties.ToArray()); + GUI.enabled = false; + DrawProperties(false, surfaceInputsSimpleLitAndLitProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + } + } + + private void ToonShading() + { + bool originalGUIEnabled = GUI.enabled; + + GUI.enabled = false; + DrawProperties(false, toonShadingGeneralProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + EditorGUILayout.Space(); + + string categoryNameToonShadingLight = GetPropertyFloat("_ShadingFunction") == 1 ? "Light Partitioning - Gradient" : "Light Partitioning - Cells"; + DrawCategory(toonShadingLightPartitioningProperties.ToArray(), category: toonShadingLightPartitioning, categoryName: categoryNameToonShadingLight, categoryFoldout: toonShadingLightPartitioningFoldout, ToonShadingLightPartitioning); + + + if (GetPropertyFloat("_ShadingMode") == 1) + { + DrawCategory(toonShadingLightProperties.ToArray(), category: toonShadingLight, categoryName: "Light", categoryFoldout: toonShadingLightFoldout, ToonShadingLight); + + + GUI.enabled = false; + toonShadingShadingFoldout.boolValue = false; + toonShadingCastShadowsFoldout.boolValue = false; + toonShadingSpecularFoldout.boolValue = false; + } + DrawCategory(toonShadingShadingProperties.ToArray(), category: toonShadingShading, categoryName: "Shading", categoryFoldout: toonShadingShadingFoldout, disableEnabler: GetPropertyFloat("_ShadingMode") == 0); + + DrawCategory(toonShadingCastShadowsProperties.ToArray(), category: toonShadingCastShadows, categoryName: "Cast Shadows", categoryFoldout: toonShadingCastShadowsFoldout, disableEnabler: GetPropertyFloat("_ShadingMode") == 0); + + DrawCategory(toonShadingSpecularProperties.ToArray(), category: toonShadingSpecular, categoryName: "Specular", categoryFoldout: toonShadingSpecularFoldout, disableEnabler: GetPropertyFloat("_ShadingMode") == 0); + GUI.enabled = originalGUIEnabled; + + DrawCategory(toonShadingRimProperties.ToArray(), category: toonShadingRim, categoryName: "Rim", categoryFoldout: toonShadingRimFoldout); + + } + //DisplayShaderPropertyBool(_ShadowsAffectByNormalMap, false); + //DisplayShaderPropertyBool(_SpecularAffectedByNormalMap, false); + //DisplayShaderPropertyBool(_SpecularSmoothness, false); + private void ToonShadingLightPartitioning() + { + bool originalGUIEnabled = GUI.enabled; + + if (GetPropertyFloat("_ShadingFunction") == 1) //Gradient: + { + DrawProperties(false, toonShadingLightGradientProperties.ToArray()); + GUI.enabled = false; + DrawProperties(false, toonShadingLightCellProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + + } + else //Cells: + { + DrawProperties(false, toonShadingLightCellProperties.ToArray()); + GUI.enabled = false; + DrawProperties(false, toonShadingLightGradientProperties.ToArray()); + GUI.enabled = originalGUIEnabled; + + } + } + + private void ToonShadingLight() + { + + DisplayShaderPropertyBool(_ShadingAffectedByNormalMap,true); + DisplayShaderPropertyBool(_SpecularAffectedByNormalMap,true); + DisplayShaderPropertyBool(_SpecularSmoothness,true, "Specular Edge Smoothness"); + } + + private void Styling() + { + DrawProperties(true, stylingGeneralProperties.ToArray()); + EditorGUILayout.Space(); + + DrawCategory(stylingDistanceFadeProperties.ToArray(), Color.black, category: stylingDistanceFade, categoryName: "Distance Fade", categoryFoldout: stylingDistanceFadeFoldout); + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + EditorGUILayout.Space(); + + + DrawCategory(stylingShadingAllProperties.ToArray(), Color.green, category: stylingShading, categoryName: "Shading", categoryFoldout: stylingShadingFoldout, ShadingStyling); + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + EditorGUILayout.Space(); + + DrawCategory(stylingCastShadowsAllProperties.ToArray(), Color.black, category: stylingCastShadows, categoryName: "Cast Shadows", categoryFoldout: stylingCastShadowsFoldout, CastShadowsStyling); + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + EditorGUILayout.Space(); + + DrawCategory(stylingSpecularAllProperties.ToArray(), Color.cyan, category: stylingSpecular, categoryName: "Specular", categoryFoldout: stylingSpecularFoldout, SpecularStyling); + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + EditorGUILayout.Space(); + + + DrawCategory(stylingRimAllProperties.ToArray(), Color.blue, category: stylingRim, categoryName: "Rim", categoryFoldout: stylingRimFoldout, RimStyling); + EditorGUILayout.Space(); + + } + + private void ShadingStyling() + { + + DrawProperties(true, stylingShadingGeneralProperties.ToArray()); + EditorGUILayout.Space(); + //DrawCategory(stylingShadingGeneralProperties.ToArray(), stylingShadingPartitioning, "General"); + DrawCategory(stylingShadingPartitioningProperties.ToArray(), stylingShadingPartitioning, "Partitioning", stylingShadingPartitioningFoldout); + DrawCategory(stylingShadingBlendingProperties.ToArray(), stylingShadingBlending, "Blending", stylingShadingBlendingFoldout); + DrawCategory(stylingShadingDrawSpaceProperties.ToArray(), stylingShadingDrawSpace, "Draw Space", stylingShadingDrawSpaceFoldout); + DrawCategory(stylingShadingDensityAndRotationProperties.ToArray(), stylingShadingDensityAndRotation, "Density and Rotation", stylingShadingDensityAndRotationFoldout); + DrawCategory(stylingShadingStyleSettingsProperties.ToArray(), stylingShadingStyleSettings, "Style Settings", stylingShadingStyleSettingsFoldout); + DrawCategory(stylingShadingRandomizeProperties.ToArray(), stylingShadingRandomize, "Randomize", stylingShadingRandomizeFoldout); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + } + + private void CastShadowsStyling() + { + DrawProperties(true, stylingCastShadowsGeneralProperties.ToArray()); + EditorGUILayout.Space(); + //DrawCategory(stylingCastShadowsGeneralProperties.ToArray(), stylingCastShadowsPartitioning, "General"); + DrawCategory(stylingCastShadowsPartitioningProperties.ToArray(), stylingCastShadowsPartitioning, "Partitioning", stylingCastShadowsPartitioningFoldout); + DrawCategory(stylingCastShadowsBlendingProperties.ToArray(), stylingCastShadowsBlending, "Blending", stylingCastShadowsBlendingFoldout); + DrawCategory(stylingCastShadowsDrawSpaceProperties.ToArray(), stylingCastShadowsDrawSpace, "Draw Space", stylingCastShadowsDrawSpaceFoldout); + DrawCategory(stylingCastShadowsDensityAndRotationProperties.ToArray(), stylingCastShadowsDensityAndRotation, "Density and Rotation", stylingCastShadowsDensityAndRotationFoldout); + DrawCategory(stylingCastShadowsStyleSettingsProperties.ToArray(), stylingCastShadowsStyleSettings, "Style Settings", stylingCastShadowsStyleSettingsFoldout); + DrawCategory(stylingCastShadowsRandomizeProperties.ToArray(), stylingCastShadowsRandomize, "Randomize", stylingCastShadowsRandomizeFoldout); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + } + + private void SpecularStyling() + { + DrawProperties(true, stylingSpecularGeneralProperties.ToArray()); + EditorGUILayout.Space(); + //DrawCategory(stylingSpecularGeneralProperties.ToArray(), stylingSpecularPartitioning, "General"); + DrawCategory(stylingSpecularSettingsProperties.ToArray(), stylingSpecularSettings, "Specular Settings", stylingSpecularSettingsFoldout); + DrawCategory(stylingSpecularBlendingProperties.ToArray(), stylingSpecularBlending, "Blending", stylingSpecularBlendingFoldout); + DrawCategory(stylingSpecularUVSpaceProperties.ToArray(), stylingSpecularDrawSpace, "Draw Space", stylingSpecularDrawSpaceFoldout); + DrawCategory(stylingSpecularDensityAndRotationProperties.ToArray(), stylingSpecularDensityAndRotation, "Density and Rotation", stylingSpecularDensityAndRotationFoldout); + DrawCategory(stylingSpecularStyleSettingsProperties.ToArray(), stylingSpecularStyleSettings, "Style Settings", stylingSpecularStyleSettingsFoldout); + DrawCategory(stylingSpecularRandomizeProperties.ToArray(), stylingSpecularRandomize, "Randomize", stylingSpecularRandomizeFoldout); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + + } + + private void RimStyling() + { + DrawProperties(true, stylingRimGeneralProperties.ToArray()); + EditorGUILayout.Space(); + //DrawCategory(stylingRimGeneralProperties.ToArray(), stylingRimPartitioning, "General"); + DrawCategory(stylingRimSettingsProperties.ToArray(), stylingRimSettings, "Rim Settings", stylingRimSettingsFoldout); + DrawCategory(stylingRimBlendingProperties.ToArray(), stylingRimBlending, "Blending", stylingRimBlendingFoldout); + DrawCategory(stylingRimUVSpaceProperties.ToArray(), stylingRimDrawSpace, "UV Space", stylingRimDrawSpaceFoldout); + DrawCategory(stylingRimDensityAndRotationProperties.ToArray(), stylingRimDensityAndRotation, "Density and Rotation", stylingRimDensityAndRotationFoldout); + DrawCategory(stylingRimStyleSettingsProperties.ToArray(), stylingRimStyleSettings, "Style Settings", stylingRimStyleSettingsFoldout); + DrawCategory(stylingRimRandomizeProperties.ToArray(), stylingRimRandomize, "Randomize", stylingRimRandomizeFoldout); + + } + + //SerializedProperty[] stylingShadingProperties; + SerializedProperty[] stylingSpecularProperties; + SerializedProperty[] stylingRimProperties; + + + + List surfaceAndOptionsBiRPAllProperties; + + List surfaceAndOptionsAllProperties; + List surfaceAndOptionsCategoriesProperties; + List surfaceAndOptionsGeneralProperties; + List surfaceOptionsProperties; + List surfaceInputsBaseProperties; + List surfaceInputsSimpleLitProperties; + List surfaceInputsLitProperties; + + List surfaceInputsSimpleLitAndLitProperties; + List surfaceInputsOnlyLitProperties; + //List surfaceInputsAllProperties; + + + + List outlineProperties; + + + List stylingAllProperties; + List stylingGeneralProperties; + List stylingDistanceFadeProperties; + List stylingShadingAllProperties; + List stylingCastShadowsAllProperties; + List stylingSpecularAllProperties; + List stylingRimAllProperties; + + List stylingShadingCategoriesProperties; + List stylingShadingGeneralProperties; + List stylingShadingPartitioningProperties; + List stylingShadingBlendingProperties; + List stylingShadingDrawSpaceProperties; + List stylingShadingDensityAndRotationProperties; + List stylingShadingStyleSettingsProperties; + List stylingShadingRandomizeProperties; + + List stylingCastShadowsCategoriesProperties; + List stylingCastShadowsGeneralProperties; + List stylingCastShadowsPartitioningProperties; + List stylingCastShadowsBlendingProperties; + List stylingCastShadowsDrawSpaceProperties; + List stylingCastShadowsDensityAndRotationProperties; + List stylingCastShadowsStyleSettingsProperties; + List stylingCastShadowsRandomizeProperties; + + + List stylingSpecularCategoriesProperties; + List stylingSpecularGeneralProperties; + List stylingSpecularSettingsProperties; + List stylingSpecularBlendingProperties; + List stylingSpecularUVSpaceProperties; + List stylingSpecularDensityAndRotationProperties; + List stylingSpecularStyleSettingsProperties; + List stylingSpecularRandomizeProperties; + + + + List stylingRimCategoriesProperties; + List stylingRimGeneralProperties; + List stylingRimSettingsProperties; + List stylingRimBlendingProperties; + List stylingRimUVSpaceProperties; + List stylingRimDensityAndRotationProperties; + List stylingRimStyleSettingsProperties; + List stylingRimRandomizeProperties; + + + + List toonShadingCategoriesProperties; + List toonShadingGeneralProperties; + List toonShadingLightGradientProperties; + List toonShadingLightCellProperties; + List toonShadingLightPartitioningProperties; + List toonShadingLightProperties; + List toonShadingShadingProperties; + List toonShadingCastShadowsProperties; + List toonShadingSpecularProperties; + List toonShadingRimProperties; + List toonShadingAllProperties; + + + //List stylingSpecularProperties; + //List stylingRimProperties; + + + + + + private void SetupToonShadingPropertiesArrays() + { + toonShadingCategoriesProperties = new List() { toonShadingLight, toonShadingLightPartitioning, toonShadingShading, toonShadingSpecular, toonShadingRim }; + + + toonShadingGeneralProperties = new List() { _EnableToonShading, _ShadingFunction, }; + + toonShadingLightGradientProperties = new List() { _GradientTex, + _GradientMode, + _GradientBlending, + _GradientBlendFactor,}; + + toonShadingLightCellProperties = new List() { _NumberOfCells, + _CellTransitionSmoothness, + _SumLightsBeforePosterization, + _ShadingUseLightColors, + }; + + + toonShadingLightPartitioningProperties = toonShadingLightGradientProperties.Concat(toonShadingLightCellProperties).ToList(); + + toonShadingLightProperties = new List() { _ShadingAffectedByNormalMap, _SpecularAffectedByNormalMap, _SpecularSmoothness }; + + + toonShadingShadingProperties = new List() { _EnableShadows, + _CoreShadowColor, + _TerminatorPosition, + _TerminatorWidth, + _TerminatorSmoothness, + _FormShadowColor, + _ShadingAffectedByNormalMap, + }; + + + toonShadingCastShadowsProperties = new List() { _EnableCastShadows, + //_CastShadowsStrength, + //_CastShadowsSmoothness, + _CastShadowColorMode, + _CastShadowColor, + }; + + toonShadingSpecularProperties = new List() { _EnableSpecular, + _SpecularBlending, + _SpecularColor, + _SpecularSize, + _SpecularSmoothness, + _SpecularOpacity, + _SpecularAffectedByNormalMap, + _SpecularUseLightColors, + }; + + toonShadingRimProperties = new List() { _EnableRim, + _RimBlending, + _RimColor, + _RimSize, + _RimSmoothness, + _RimOpacity, + _RimAffectedArea, + _RimAffectedByNormalMap}; + + + toonShadingAllProperties = toonShadingCategoriesProperties.Concat(toonShadingGeneralProperties) + .Concat(toonShadingLightPartitioningProperties) + .Concat(toonShadingLightProperties) + .Concat(toonShadingShadingProperties) + .Concat(toonShadingSpecularProperties) + .Concat(toonShadingRimProperties).ToList(); + + } + private void SetupOutlinePropertiesArrays() + { + outlineProperties = new List() { _EnableOutline, _OutlineColor, _OutlineWidth, _OutlineDepthOffset, _OutlineConstantScreenWidth }; + } + +#if !USING_URP + private void SetupSurfaceAndOptionsBiRPPropertiesArrays() + { + + + + //surfaceAndOptionsBiRPAllProperties = new List() { + // _Mode, + // _Cull, + // _MainTex, + // _Color, + // _Cutoff, + // _AlphaClip, + // _UseAlphaOnlyFromBaseMap, + // _Metallic, + // _MetallicGlossMap, + // _Glossiness, + // _GlossMapScale, + // _SmoothnessTextureChannel, + // _BumpMap, + // _BumpScale, + // _ParallaxMap, + // _Parallax, + // _OcclusionMap, + // _OcclusionStrength, + // _DetailMask, + // _EmissionMap, + // _EmissionColor, + // _DetailAlbedoMap, + // _DetailNormalMap, + // _DetailNormalMapScale, + // _UVSec + // }; + + + + + + + surfaceAndOptionsGeneralProperties = new List() { _ShadingMode, _LightFunction, }; + + surfaceOptionsProperties = new List() { _Mode, + _Cull, + _AlphaClip}; + + surfaceInputsBaseProperties = new List() { _MainTex, + _Color, + _UseAlphaOnlyFromBaseMap, + _Cutoff, + _BumpScale, + _BumpMap, + _EmissionColor, + _EmissionMap}; + + + + + //surfaceInputsSimpleLitAndLitProperties = new List() { _SpecularHighlights, + // _SpecColor, + // _SpecGlossMap, + // _Smoothness,}; + + + //surfaceInputsSimpleLitProperties = surfaceInputsBaseProperties.Concat(surfaceInputsSimpleLitAndLitProperties).ToList(); + + surfaceInputsOnlyLitProperties = new List() { _SmoothnessTextureChannel, + _Metallic, + _MetallicGlossMap, + _Glossiness, + _GlossMapScale, + _Parallax, + _ParallaxMap, + _OcclusionStrength, + _OcclusionMap, + _DetailMask, + _DetailAlbedoMap, + _DetailNormalMapScale, + _DetailNormalMap, + _UVSec}; + + //surfaceInputsSimpleLitAndLitProperties = surfaceInputsSimpleLitAndLitProperties.Concat(surfaceInputsOnlyLitProperties).ToList(); + + surfaceInputsLitProperties = surfaceInputsBaseProperties.Concat(surfaceInputsOnlyLitProperties).ToList(); + + + + + surfaceAndOptionsAllProperties = new List(); + surfaceAndOptionsAllProperties = surfaceAndOptionsAllProperties.Concat(surfaceAndOptionsGeneralProperties) + .Concat(surfaceOptionsProperties) + .Concat(surfaceInputsLitProperties).ToList(); + + + } +#else + + private void SetupSurfaceAndOptionsPropertiesArrays() + { + + surfaceAndOptionsCategoriesProperties = new List() { surfaceOptions, surfaceInputs}; + + + surfaceAndOptionsGeneralProperties = new List() { _LightSource, _ShadingMode, _LightFunction,}; + + surfaceOptionsProperties = new List() { _WorkflowMode, + _Surface, + _Blend, + _Cull, + _AlphaClip, + _ReceiveShadows}; + + surfaceInputsBaseProperties = new List() { _BaseMap, + _BaseColor, + _UseAlphaOnlyFromBaseMap, + _Cutoff, + _BumpScale, + _BumpMap, + _EmissionColor, + _EmissionMap}; + + + + + surfaceInputsSimpleLitAndLitProperties = new List() { _SpecularHighlights, + _SpecColor, + _SpecGlossMap, + _Smoothness,}; + + + surfaceInputsSimpleLitProperties = surfaceInputsBaseProperties.Concat(surfaceInputsSimpleLitAndLitProperties).ToList(); + + surfaceInputsOnlyLitProperties = new List() { _SmoothnessTextureChannel, + _Metallic, + _MetallicGlossMap, + _EnvironmentReflections, + _Parallax, + _ParallaxMap, + _OcclusionStrength, + _OcclusionMap, + _DetailMask, + _DetailAlbedoMapScale, + _DetailAlbedoMap, + _DetailNormalMapScale, + _DetailNormalMap, + _SmoothnessSource}; + + surfaceInputsSimpleLitAndLitProperties = surfaceInputsSimpleLitAndLitProperties.Concat(surfaceInputsOnlyLitProperties).ToList(); + + surfaceInputsLitProperties = surfaceInputsSimpleLitProperties.Concat(surfaceInputsOnlyLitProperties).ToList(); + + + + + surfaceAndOptionsAllProperties = new List(); + surfaceAndOptionsAllProperties = surfaceAndOptionsAllProperties.Concat(surfaceAndOptionsCategoriesProperties) + .Concat(surfaceAndOptionsGeneralProperties) + .Concat(surfaceOptionsProperties) + .Concat(surfaceInputsLitProperties).ToList(); + + + } + +#endif + private void SetupStylingPropertiesArrays() + { + stylingAllProperties = new List() {stylingDistanceFade, stylingShading, stylingSpecular, stylingRim }; + stylingDistanceFadeProperties = new List() { _EnableStylingDistanceFade, + _StylingDFStartingDistance, + _StylingDFFalloff, + _StylingAdjustDistanceFadeValue, + _StylingDistanceFadeValue }; + stylingGeneralProperties = new List() { _EnableStyling, _HatchingAffectedByNormalMap, _EnableAntiAliasing}; + stylingAllProperties = stylingAllProperties.Concat(stylingGeneralProperties) + .Concat(stylingDistanceFadeProperties) + .ToList(); + SetupStyleShadingPropertiesArrays(); + SetupStyleCastShadowsPropertiesArrays(); + SetupStyleSpecularPropertiesArrays(); + SetupStyleRimPropertiesArrays(); + stylingAllProperties = stylingAllProperties.Concat(stylingShadingAllProperties) + .Concat(stylingCastShadowsAllProperties) + .Concat(stylingSpecularAllProperties) + .Concat(stylingRimAllProperties) + .ToList(); + } + + + + private void SetupStyleShadingPropertiesArrays() + { + + stylingShadingCategoriesProperties = new List() { stylingShadingPartitioning, + stylingShadingBlending, + stylingShadingDrawSpace, + stylingShadingDensityAndRotation, + stylingShadingStyleSettings, + stylingShadingRandomize}; + + stylingShadingGeneralProperties = new List() { _EnableShadingStyling, + _ShadingStyle}; + + stylingShadingPartitioningProperties = new List() { _SyncWithLightPartitioning, + _NumberOfCellsHatching, + _StylingTerminatorPosition, + _StylingOvermodelingFactor}; + + stylingShadingBlendingProperties = new List() { _StylingShadingBlending}; + + + stylingShadingDrawSpaceProperties = new List() { _DrawSpace, + _UVSet, + _SSCameraDistanceScaled, + _CoordinateSystem, + _PolarCenterMode, + _PolarCenter}; + + + stylingShadingDensityAndRotationProperties = new List() { _StylingShadingDensity, + _StylingShadingInitialDirection, + _StylingShadingRotationBetweenCells, + _StylingShadingHalftonesOffset}; + + + stylingShadingStyleSettingsProperties = new List() { _StylingColor, + _StylingShadingThicknessControl, + _StylingShadingThickness, + _StylingShadingOpacity, + _StylingShadingOpacityFalloff, + _StylingShadingThicknessFalloff, + _StylingShadingHardness, + _StylingShadingHalftonesRoundness, + _StylingShadingHalftonesRoundnessFalloff, + + _StylingShadingEnableDashes, + _StylingShadingDashesSize, + _StylingShadingDashesUseHatchingDensity, + _StylingShadingDashesDensity, + _StylingShadingDashesType, + _StylingShadingDashesRoundness, + _StylingShadingDashesOffset, + _StylingShadingDashesTransitionPosition, + _StylingShadingDashesTransitionSoftness}; + + stylingShadingRandomizeProperties = new List() { _EnableShadingRandomizer, + _ShadingNoise1Size, + _NoiseIntensity, + _SpacingRandomMode, + _SpacingRandomIntensity, + _OpacityRandomMode, + _OpacityRandomIntensity, + _HardnessRandomMode, + _HardnessRandomIntensity, + _LengthRandomMode, + _LengthRandomIntensity, + _ThicknessRandomMode, + _ThicknesshRandomIntensity}; + + + stylingShadingAllProperties = new List(); + stylingShadingAllProperties = stylingShadingAllProperties.Concat(stylingShadingCategoriesProperties) + .Concat(stylingShadingGeneralProperties) + .Concat(stylingShadingPartitioningProperties) + .Concat(stylingShadingBlendingProperties) + .Concat(stylingShadingDrawSpaceProperties) + .Concat(stylingShadingDensityAndRotationProperties) + .Concat(stylingShadingStyleSettingsProperties) + .Concat(stylingShadingRandomizeProperties).ToList(); + } + + + + private void SetupStyleCastShadowsPropertiesArrays() + { + + stylingCastShadowsCategoriesProperties = new List() { stylingCastShadowsPartitioning, + stylingCastShadowsBlending, + stylingCastShadowsDrawSpace, + stylingCastShadowsDensityAndRotation, + stylingCastShadowsStyleSettings, + stylingCastShadowsRandomize}; + + stylingCastShadowsGeneralProperties = new List() { _EnableCastShadowsStyling, + _StylingCastShadowsColor, + _StylingCastShadowsSyncWithOtherStyling, + _CastShadowsStyle}; + + + stylingCastShadowsPartitioningProperties = new List() { _CastShadowsNumberOfCellsHatching, + _StylingCastShadowsSmoothness}; + + + stylingCastShadowsBlendingProperties = new List() { _StylingCastShadowsBlending, _StylingCastShadowsIsInverted }; + + + stylingCastShadowsDrawSpaceProperties = new List() { _CastShadowsDrawSpace, + _CastShadowsUVSet, + _CastShadowsSSCameraDistanceScaled, + _CastShadowsAnchorSSToObjectsOrigin, + _CastShadowsCoordinateSystem, + _CastShadowsPolarCenterMode, + _CastShadowsPolarCenter,}; + + + stylingCastShadowsDensityAndRotationProperties = new List() { _StylingCastShadowsDensity, + _StylingCastShadowsInitialDirection, + _StylingCastShadowsRotationBetweenCells, + _StylingCastShadowsHalftonesOffset,}; + + + stylingCastShadowsStyleSettingsProperties = new List() { + _StylingCastShadowsOpacity, + _StylingCastShadowsOpacityFalloff, + _StylingCastShadowsThicknessControl, + _StylingCastShadowsThickness, + _StylingCastShadowsThicknessFalloff, + _StylingCastShadowsHardness, + _StylingCastShadowsHalftonesRoundness, + _StylingCastShadowsHalftonesRoundnessFalloff, + + _StylingCastShadowsEnableDashes, + _StylingCastShadowsDashesSize, + _StylingCastShadowsDashesUseHatchingDensity, + _StylingCastShadowsDashesDensity, + _StylingCastShadowsDashesRoundness, + _StylingCastShadowsDashesType, + _StylingCastShadowsDashesOffset, + _StylingCastShadowsDashesTransitionPosition, + _StylingCastShadowsDashesTransitionSoftness}; + + stylingCastShadowsRandomizeProperties = new List() { _EnableCastShadowsRandomizer, + _CastShadowsNoise1Size, + _CastShadowsNoise1Seed, + _CastShadowsNoise2Seed, + _CastShadowsNoiseIntensity, + _CastShadowsSpacingRandomMode, + _CastShadowsSpacingRandomIntensity, + _CastShadowsOpacityRandomMode, + _CastShadowsOpacityRandomIntensity, + _CastShadowsHardnessRandomMode, + _CastShadowsHardnessRandomIntensity, + _CastShadowsLengthRandomMode, + _CastShadowsLengthRandomIntensity, + _CastShadowsThicknessRandomMode, + _CastShadowsThicknesshRandomIntensity}; + + + stylingCastShadowsAllProperties = new List(); + stylingCastShadowsAllProperties = stylingCastShadowsAllProperties.Concat(stylingCastShadowsCategoriesProperties) + .Concat(stylingCastShadowsGeneralProperties) + .Concat(stylingCastShadowsPartitioningProperties) + .Concat(stylingCastShadowsBlendingProperties) + .Concat(stylingCastShadowsDrawSpaceProperties) + .Concat(stylingCastShadowsDensityAndRotationProperties) + .Concat(stylingCastShadowsStyleSettingsProperties) + .Concat(stylingCastShadowsRandomizeProperties).ToList(); + + } + + + private void SetupStyleSpecularPropertiesArrays() + { + + stylingSpecularCategoriesProperties = new List() { stylingSpecularSettings, + stylingSpecularBlending, + stylingSpecularDrawSpace, + stylingSpecularDensityAndRotation, + stylingSpecularStyleSettings, + stylingSpecularRandomize}; + + stylingSpecularGeneralProperties = new List() { _EnableSpecularStyling, + _StylingSpecularColor, + _StylingSpecularSyncWithOtherStyling, + _StylingSpecularUseLightColors, + _SpecularStyle}; + + stylingSpecularSettingsProperties = new List() { _SyncWithSpecular, + _StylingSpecularSize, + _StylingSpecularSmoothness}; + + stylingSpecularBlendingProperties = new List() { _StylingSpecularBlending, _StylingSpecularIsInverted }; + + + stylingSpecularUVSpaceProperties = new List() { _SpecularDrawSpace, + _SpecularUVSet, + _SpecularSSCameraDistanceScaled, + _SpecularAnchorSSToObjectsOrigin, + _SpecularCoordinateSystem, + _SpecularPolarCenterMode, + _SpecularPolarCenter,}; + + + stylingSpecularDensityAndRotationProperties = new List() { _StylingSpecularDensity, + _StylingSpecularRotation, + _StylingSpecularHalftonesOffset,}; + + + stylingSpecularStyleSettingsProperties = new List() { + _StylingSpecularOpacity, + _StylingSpecularOpacityFalloff, + _StylingSpecularThicknessControl, + _StylingSpecularThickness, + _StylingSpecularThicknessFalloff, + _StylingSpecularHardness, + _StylingSpecularHalftonesRoundness, + _StylingSpecularHalftonesRoundnessFalloff, + + _StylingSpecularEnableDashes, + _StylingSpecularDashesSize, + _StylingSpecularDashesUseHatchingDensity, + _StylingSpecularDashesDensity, + _StylingSpecularDashesRoundness, + _StylingSpecularDashesType, + _StylingSpecularDashesOffset, + _StylingSpecularDashesTransitionPosition, + _StylingSpecularDashesTransitionSoftness}; + + stylingSpecularRandomizeProperties = new List() { _EnableSpecularRandomizer, + _SpecularNoise1Size, + _SpecularNoise1Seed, + _SpecularNoise2Seed, + _SpecularNoiseIntensity, + _SpecularSpacingRandomMode, + _SpecularSpacingRandomIntensity, + _SpecularOpacityRandomMode, + _SpecularOpacityRandomIntensity, + _SpecularHardnessRandomMode, + _SpecularHardnessRandomIntensity, + _SpecularLengthRandomMode, + _SpecularLengthRandomIntensity, + _SpecularThicknessRandomMode, + _SpecularThicknesshRandomIntensity}; + + + stylingSpecularAllProperties = new List(); + stylingSpecularAllProperties = stylingSpecularAllProperties.Concat(stylingSpecularCategoriesProperties) + .Concat(stylingSpecularGeneralProperties) + .Concat(stylingSpecularSettingsProperties) + .Concat(stylingSpecularBlendingProperties) + .Concat(stylingSpecularUVSpaceProperties) + .Concat(stylingSpecularDensityAndRotationProperties) + .Concat(stylingSpecularStyleSettingsProperties) + .Concat(stylingSpecularRandomizeProperties).ToList(); + + } + + private void SetupStyleRimPropertiesArrays() + { + + stylingRimCategoriesProperties = new List() { stylingRimSettings, + stylingRimBlending, + stylingRimDrawSpace, + stylingRimDensityAndRotation, + stylingRimStyleSettings, + stylingRimRandomize}; + + stylingRimGeneralProperties = new List() { _EnableRimStyling, + _StylingRimColor, + _StylingRimSyncWithOtherStyling, + _RimStyle}; + + stylingRimSettingsProperties = new List() { _SyncWithRim, + _StylingRimSize, + _StylingRimSmoothness, + _StylingRimAffectedArea}; + + stylingRimBlendingProperties = new List() { _StylingRimBlending, _StylingRimIsInverted }; + + + stylingRimUVSpaceProperties = new List() { _RimDrawSpace, + _RimUVSet, + _RimSSCameraDistanceScaled, + _RimAnchorSSToObjectsOrigin, + _RimCoordinateSystem, + _RimPolarCenterMode, + _RimPolarCenter}; + + + stylingRimDensityAndRotationProperties = new List() { _StylingRimDensity, + _StylingRimRotation, + _StylingRimHalftonesOffset}; + + + stylingRimStyleSettingsProperties = new List() { + _StylingRimOpacity, + _StylingRimOpacityFalloff, + _StylingRimThicknessControl, + _StylingRimThickness, + _StylingRimThicknessFalloff, + _StylingRimHardness, + _StylingRimHalftonesRoundness, + _StylingRimHalftonesRoundnessFalloff, + + _StylingRimEnableDashes, + _StylingRimDashesSize, + _StylingRimDashesUseHatchingDensity, + _StylingRimDashesDensity, + _StylingRimDashesRoundness, + _StylingRimDashesType, + _StylingRimDashesOffset, + _StylingRimDashesTransitionPosition, + _StylingRimDashesTransitionSoftness + }; + + stylingRimRandomizeProperties = new List() { _EnableRimRandomizer, + _RimNoise1Size, + _RimNoise1Seed, + _RimNoise2Seed, + _RimNoiseIntensity, + _RimSpacingRandomMode, + _RimSpacingRandomIntensity, + _RimOpacityRandomMode, + _RimOpacityRandomIntensity, + _RimHardnessRandomMode, + _RimHardnessRandomIntensity, + _RimLengthRandomMode, + _RimLengthRandomIntensity, + _RimThicknessRandomMode, + _RimThicknesshRandomIntensity}; + + + stylingRimAllProperties = new List(); + stylingRimAllProperties = stylingRimAllProperties.Concat(stylingRimCategoriesProperties) + .Concat(stylingRimGeneralProperties) + .Concat(stylingRimSettingsProperties) + .Concat(stylingRimBlendingProperties) + .Concat(stylingRimUVSpaceProperties) + .Concat(stylingRimDensityAndRotationProperties) + .Concat(stylingRimStyleSettingsProperties) + .Concat(stylingRimRandomizeProperties).ToList(); + + } + + + } +} + diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs.meta new file mode 100644 index 000000000..93534dfef --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 5a4d89afa711b8c40a4a9841631ac7df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo.meta new file mode 100644 index 000000000..bc9d62ea2 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8dcd426c88cc85548a60832beca1a83e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs new file mode 100644 index 000000000..611fd447d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs @@ -0,0 +1,399 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEngine; +using static ShaderCrew.TheToonShader.ShaderUtils; + +namespace ShaderCrew.TheToonShader +{ + [CustomEditor(typeof(RPHelper))] + public class RPHelperEditor : Editor + { + + bool m_FirstTimeApply = true; + + bool LinkLabel(GUIContent label) + { + GUIStyle m_LinkStyle = new GUIStyle(EditorStyles.label); + m_LinkStyle.wordWrap = false; + m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); + m_LinkStyle.stretchWidth = false; + //m_LinkStyle.contentOffset = new Vector2(15, 0); + m_LinkStyle.alignment = TextAnchor.MiddleCenter; + m_LinkStyle.fontStyle = FontStyle.Bold; + m_LinkStyle.fontSize = 15; + + return GUILayout.Button(label, m_LinkStyle); + } + + Material[] mats; + UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader; + + Dictionary UnityToSTSShaderNameMapping; + + Dictionary UnityToSTSShaderMapping; + + GUIStyle stepHeaderStyle; + GUIStyle centerLabelStyle; + GUIStyle textAreaStyle; + GUIStyle m_LinkStyle; + GUIStyle headerStyle; + GUIStyle grayHeaderStyle; + GUIStyle bigTextStyle; + GUIStyle bigErrorStyle; + GUIStyle textAreaBoldStyle; + GUIStyle step2TextStyle; + + string richColor; + + Color buttonColor; + + + public override void OnInspectorGUI() + { + + + if (m_FirstTimeApply) + { + m_FirstTimeApply = false; + DoSetup(); + m_FirstTimeApply = false; + } + + if (UnityToSTSShaderNameMapping == null) { + UnityToSTSShaderNameMapping = getUnityToTTSShaderMapping(); + } + + if (UnityToSTSShaderMapping == null) + { + UnityToSTSShaderMapping = new Dictionary(); + } + foreach (string key in UnityToSTSShaderNameMapping.Keys.ToList()) + { + Shader shader = Shader.Find(UnityToSTSShaderNameMapping[key]); + UnityToSTSShaderMapping[key] = shader ?? Shader.Find(UnityToSTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY]); + } + + serializedObject.Update(); + EditorUtils.usualStart("Render Pipeline Setup Helper"); + + EditorGUILayout.Space(5); + + + GUILayout.Label("Welcome to the 'The Toon Shader' Demo!", headerStyle); + EditorUtils.DrawUILineGray(2, 0); + + EditorGUILayout.Space(10); + GUILayout.TextArea("When you import the package for the first time, " + + "it is set up for the 'Built-in' Render Pipeline. To ensure that it works with URP" + //" or HDRP, depending on which Render Pipeline you chose," + + " we have to do some minor changes to the materials, i.e. assign the correct shader! " + + "\nHere we will walk you through the needed steps. So let's get started! :) ", textAreaStyle); + EditorGUILayout.Space(10); + EditorUtils.DrawUILineGray(2, 0); + unityVersionRenderPipelineShader = getUnityVersionAndRenderPipelineCorrectedShaderString(); + EditorGUILayout.Space(10); + + + GUILayout.Label("RenderPipeline currently in use ", grayHeaderStyle); + GUILayout.Label(unityVersionRenderPipelineShader.renderPipeline, bigTextStyle); + + + EditorGUILayout.Space(5); + + + bool isCorrectShaderUsed = true; + mats = Resources.LoadAll("TTSReferenceMaterials", typeof(Material)).Cast().ToArray(); + + List matListNotCorrectShader = new List(); + if (mats != null) + { + foreach (Material mat in mats) + { + //if (mat.shader.name != unityVersionRenderPipelineShader.versionAndRPCorrectedShader) + if (!UnityToSTSShaderNameMapping.Values.Contains(mat.shader.name)) + { + isCorrectShaderUsed = false; + matListNotCorrectShader.Add(mat); + } + } + } + else + { + Debug.LogError("Reference mats are empty. Please check if all your materials are inside resources/TTSReferenceMaterials"); + isCorrectShaderUsed = false; + } + + GUILayout.Label("Reference Materials Shader", grayHeaderStyle); + if (isCorrectShaderUsed) + { + GUILayout.Label(unityVersionRenderPipelineShader.shaderFolder, bigTextStyle); + } + else + { + GUILayout.Label("One or more of your reference materials have the wrong shader assigned! \n Action is required!", bigErrorStyle); + GUILayout.Label("Materials with incorrect shaders: ", bigErrorStyle); + foreach (Material item in matListNotCorrectShader) + { + GUILayout.Label(item.name + " with shader: \n" + item.shader.name); + } + } + + + + + EditorGUILayout.Space(10); + + if (!isCorrectShaderUsed) + { + if ((unityVersionRenderPipelineShader.renderPipeline == "Built-in RP")) + { + autoAssignShader(mats, unityVersionRenderPipelineShader); + } + else if ((unityVersionRenderPipelineShader.renderPipeline == "URP")) + { + displayStepsForURPandHDRP(true); + + } + else if ((unityVersionRenderPipelineShader.renderPipeline == "HDRP")) + { + displayStepsForURPandHDRP(false); + } + } + else + { + GUILayout.Label("Everything should work fine! No changes needed!", stepHeaderStyle); + } + + EditorGUILayout.Space(10); + + //base.DrawDefaultInspector(); + EditorUtils.usualEnd(); + //EditorStyles.label.normal.textColor = oriCol; + serializedObject.ApplyModifiedProperties(); + } + void DoSetup() + { + m_LinkStyle = new GUIStyle(EditorStyles.label); + m_LinkStyle.wordWrap = false; + m_LinkStyle.stretchWidth = false; + + headerStyle = new GUIStyle(); + headerStyle.alignment = TextAnchor.MiddleCenter; + headerStyle.fontStyle = FontStyle.Bold; + headerStyle.fontSize = 15; + + grayHeaderStyle = new GUIStyle(); + grayHeaderStyle.fontSize = 14; + grayHeaderStyle.alignment = TextAnchor.MiddleCenter; + grayHeaderStyle.wordWrap = true; + + + bigTextStyle = new GUIStyle(); + + bigTextStyle.fontStyle = FontStyle.Bold; + bigTextStyle.fontSize = 15; + bigTextStyle.alignment = TextAnchor.MiddleCenter; + + bigErrorStyle = new GUIStyle(); + bigErrorStyle.fontStyle = FontStyle.Bold; + bigErrorStyle.fontSize = 13; + bigErrorStyle.alignment = TextAnchor.MiddleCenter; + bigErrorStyle.wordWrap = true; + + textAreaStyle = new GUIStyle(); + + textAreaStyle.padding.left = 20; + textAreaStyle.padding.right = 20; + //textAreaStyle.fontStyle = FontStyle.Bold; + textAreaStyle.wordWrap = true; + textAreaStyle.fontSize = 15; + textAreaStyle.richText = true; + + textAreaBoldStyle = new GUIStyle(); + textAreaBoldStyle.normal.textColor = Color.white; + textAreaBoldStyle.padding.left = 20; + textAreaBoldStyle.padding.right = 20; + textAreaBoldStyle.fontStyle = FontStyle.Bold; + textAreaBoldStyle.wordWrap = true; + textAreaBoldStyle.fontSize = 15; + + stepHeaderStyle = new GUIStyle(); + stepHeaderStyle.fontStyle = FontStyle.Bold; + stepHeaderStyle.alignment = TextAnchor.MiddleCenter; + //bigTextStyle2.fontSize = 16; + centerLabelStyle = new GUIStyle(); + centerLabelStyle.normal.textColor = Color.gray; + centerLabelStyle.alignment = TextAnchor.MiddleCenter; + + //textColor = Color.white; + //oriCol = EditorStyles.label.normal.textColor; + + step2TextStyle = new GUIStyle(); + + step2TextStyle.fontSize = 15; + step2TextStyle.padding.left = 20; + step2TextStyle.padding.right = 20; + step2TextStyle.alignment = TextAnchor.MiddleCenter; + step2TextStyle.wordWrap = true; + + + if (EditorGUIUtility.isProSkin) + { + + m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1); + headerStyle.normal.textColor = Color.white; + grayHeaderStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1); + textAreaStyle.normal.textColor = Color.white; + bigErrorStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1); + richColor = "silver"; + stepHeaderStyle.normal.textColor = Color.white; + step2TextStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1); + bigTextStyle.normal.textColor = Color.white; + buttonColor = new Color(0.6f, 0.6f, 0.6f, 1); + } + else + { + m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1); + headerStyle.normal.textColor = Color.black; + grayHeaderStyle.normal.textColor = new Color(0.2f, 0.2f, 0.2f, 1); + textAreaStyle.normal.textColor = Color.black; + bigErrorStyle.normal.textColor = new Color(0.6f, 0.0f, 0.0f, 1); + richColor = "#161616"; + stepHeaderStyle.normal.textColor = Color.black; + step2TextStyle.normal.textColor = Color.black; + bigTextStyle.normal.textColor = Color.black; + buttonColor = new Color(0.8f, 0.8f, 0.8f, 1); + } + } + private void autoAssignShader(Material[] mats, UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader) + { + GUILayout.Label("Automatically assign the correct shader to your Reference Materials", step2TextStyle); + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + Color originalBackgroundColor = GUI.backgroundColor; + GUI.backgroundColor = buttonColor; + if (GUILayout.Button("Assign Shader", GUILayout.Width(100), GUILayout.Height(30))) + { + if (mats != null) + { + foreach (Material mat in mats) + { + //if (mat.shader.name != unityVersionRenderPipelineShader.versionAndRPCorrectedShader) + if (!UnityToSTSShaderMapping.Values.Contains(mat.shader)) + { + if(mat.GetFloat("_EnableOutline") == 1.0) + { + mat.shader = UnityToSTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY]; + } + else + { + mat.shader = UnityToSTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_KEY]; + } + + //if((unityVersionRenderPipelineShader.renderPipeline == "URP")) + //{ + // mat.SetColor("_BaseColor", mat.GetColor("_Color")); + //} + } + } + } + else + { + Debug.LogError("Reference mats are empty. Can NOT do auto assign!"); + } + } + GUI.backgroundColor = originalBackgroundColor; + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + } + + + private void displayStepsForURPandHDRP(bool isURP) + { + + string step1Text; + string link; + string commonNote = "\n\nIMPORTANT: In case you added this asset to an existing project, please select all the materials inside " + + + "\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Materials/" + + "\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Models/TempleForToon/" + + "\n\n and use "; + if (isURP) + { + step1Text = "First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to " + + "Edit > Render Pipeline > Universal Render Pipeline and then select Upgrade Project Materials to URP Materials." + + commonNote + + "Upgrade Selected Materials to URP Materials instead!"; + + +#if UNITY_6000_3_OR_NEWER + step1Text += "\n\nIn Unity 6.3, you need to use Window > Rendering > Render Pipeline Converter , since " + + "Edit > Rendering > Materials > Convert Selected Built-in Materials to URP appears to be missing, despite being mentioned in the documentation. "; +#elif UNITY_6000_0_OR_NEWER + step1Text += "\n\nIn newer Versions (Unity 6) the converter is located under Edit > Rendering > Materials > Convert Selected Built-in Materials to URP"; + +#endif + +#if UNITY_6000_0_OR_NEWER + link = "https://docs.unity3d.com/6000.3/Documentation/Manual/upgrade-material.html"; +#else + link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.7/manual/upgrading-your-shaders.html"; +#endif + + } + else + { + //step1Text = "First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to " + + //"Edit > Render Pipeline > High Definition RP and then select Upgrade Project Materials to High Definition Materials" + + // commonNote + "Upgrade Selected Materials to High Definition Materials instead!"; + //link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.7/manual/Upgrading-To-HDRP.html"; + step1Text = "unsupported"; + link = "unsupported"; + } + Rect rect = EditorGUILayout.BeginVertical(); + rect.width -= 20; + rect.x += 10; + //GUI.Box(rect, GUIContent.none); + + if (EditorGUIUtility.isProSkin) + { + GUI.Box(rect, GUIContent.none); + } + else + { + EditorUtils.DrawBox(rect, new Color(0.8f, 0.8f, 0.8f, 1)); + } + GUILayout.Label("STEP 1:", stepHeaderStyle); + EditorGUILayout.Space(5); + GUILayout.TextArea(step1Text, textAreaStyle); + + EditorGUILayout.Space(10); + GUILayout.Label("Link to Unity Documentation:", stepHeaderStyle); + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + + if (LinkLabel(new GUIContent("Unity Documentation"))) + { + Application.OpenURL(link); + } + + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + + EditorGUILayout.Space(5); + GUILayout.Label("Please finish step 1 before you do step 2!", centerLabelStyle); + EditorGUILayout.Space(15); + EditorUtils.DrawUILineCenter(new Color(0.2f, 0.2f, 0.2f, 1)); + + EditorGUILayout.Space(15); + GUILayout.Label("STEP 2:", stepHeaderStyle); + EditorGUILayout.Space(5); + autoAssignShader(mats, unityVersionRenderPipelineShader); + EditorGUILayout.Space(15); + EditorGUILayout.EndVertical(); + EditorGUILayout.Space(100); + } + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs.meta new file mode 100644 index 000000000..4c0be0f0c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2cf0780bcea1df74ebf3c684a4ed27e3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditorToonSTS.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditorToonSTS.cs new file mode 100644 index 000000000..2b5669148 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditorToonSTS.cs @@ -0,0 +1,449 @@ +#if USING_SEE_THROUGH_SHADER + +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEngine; +using static ShaderCrew.TheToonShader.ShaderUtils; +using static ShaderCrew.SeeThroughShader.GeneralUtils; +using ShaderCrew.SeeThroughShader; + +namespace ShaderCrew.TheToonShader +{ + [CustomEditor(typeof(RPHelperToonSTS))] + public class RPHelperToonSTSEditor : Editor + { + + bool m_FirstTimeApply = true; + + bool LinkLabel(GUIContent label) + { + GUIStyle m_LinkStyle = new GUIStyle(EditorStyles.label); + m_LinkStyle.wordWrap = false; + m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); + m_LinkStyle.stretchWidth = false; + //m_LinkStyle.contentOffset = new Vector2(15, 0); + m_LinkStyle.alignment = TextAnchor.MiddleCenter; + + m_LinkStyle.fontStyle = FontStyle.Bold; + m_LinkStyle.fontSize = 15; + + return GUILayout.Button(label, m_LinkStyle); + } + + Material[] mats; + TheToonShader.ShaderUtils.UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader; + + Dictionary UnityToSTSShaderNameMapping; + Dictionary UnityToTTSShaderNameMapping; + + Dictionary UnityToSTSShaderMapping; + Dictionary UnityToTTSShaderMapping; + + GUIStyle stepHeaderStyle; + GUIStyle centerLabelStyle; + GUIStyle textAreaStyle; + GUIStyle m_LinkStyle; + GUIStyle headerStyle; + GUIStyle grayHeaderStyle; + GUIStyle bigTextStyle; + GUIStyle bigErrorStyle; + GUIStyle textAreaBoldStyle; + GUIStyle step2TextStyle; + + string richColor; + + Color buttonColor; + + + public override void OnInspectorGUI() + { + + + if (m_FirstTimeApply) + { + m_FirstTimeApply = false; + DoSetup(); + m_FirstTimeApply = false; + } + + if (UnityToSTSShaderNameMapping == null) + { + UnityToSTSShaderNameMapping = ShaderCrew.SeeThroughShader.GeneralUtils.getUnityToSTSShaderMapping(); + } + + if (UnityToTTSShaderNameMapping == null) + { + UnityToTTSShaderNameMapping = getUnityToTTSShaderMapping(); + } + + + + if (UnityToSTSShaderMapping == null) + { + UnityToSTSShaderMapping = new Dictionary(); + } + foreach (string key in UnityToSTSShaderNameMapping.Keys.ToList()) + { + Shader shader = Shader.Find(UnityToSTSShaderNameMapping[key]); + UnityToSTSShaderMapping[key] = shader ?? Shader.Find(UnityToSTSShaderNameMapping[SeeThroughShaderConstants.STS_SHADER_DEFAULT_KEY]); + } + + + if (UnityToTTSShaderMapping == null) + { + UnityToTTSShaderMapping = new Dictionary(); + } + foreach (string key in UnityToTTSShaderNameMapping.Keys.ToList()) + { + Shader shader = Shader.Find(UnityToTTSShaderNameMapping[key]); + UnityToTTSShaderMapping[key] = shader ?? Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY]); + } + + serializedObject.Update(); + EditorUtils.usualStart("Render Pipeline Setup Helper"); + + EditorGUILayout.Space(5); + + + GUILayout.Label("Welcome to the 'The Toon Shader' x 'See-through Shader' Demo!", headerStyle); + EditorUtils.DrawUILineGray(2, 0); + + EditorGUILayout.Space(10); + GUILayout.TextArea("When you import the package for the first time, " + + "it is set up for the 'Built-in' Render Pipeline. To ensure that it works with URP" + //" or HDRP, depending on which Render Pipeline you chose," + + " we have to do some minor changes to the materials, i.e. assign the correct shader! " + + "\nHere we will walk you through the needed steps. So let's get started! :) ", textAreaStyle); + EditorGUILayout.Space(10); + EditorUtils.DrawUILineGray(2, 0); + unityVersionRenderPipelineShader = ShaderUtils.getUnityVersionAndRenderPipelineCorrectedShaderString(); + EditorGUILayout.Space(10); + + + GUILayout.Label("RenderPipeline currently in use ", grayHeaderStyle); + GUILayout.Label(unityVersionRenderPipelineShader.renderPipeline, bigTextStyle); + + + EditorGUILayout.Space(5); + + + bool isCorrectShaderUsed = true; + mats = Resources.LoadAll("TTSxSTSMaterials", typeof(Material)).Cast().ToArray(); + + List matListNotCorrectShader = new List(); + if (mats != null) + { + foreach (Material mat in mats) + { + if(mat.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + + if (!UnityToTTSShaderNameMapping.Values.Contains(mat.shader.name)) + { + isCorrectShaderUsed = false; + matListNotCorrectShader.Add(mat); + } + //if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY)) + //{ + + //} + //else + //{ + + //} + } + else if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY)) + { + if (!UnityToSTSShaderNameMapping.Values.Contains(mat.shader.name)) + { + isCorrectShaderUsed = false; + matListNotCorrectShader.Add(mat); + } + } + + } + } + else + { + Debug.LogError("Reference mats are empty. Please check if all your materials are inside samples Resources/TTSxSTSMaterials"); + isCorrectShaderUsed = false; + } + + GUILayout.Label("Reference Materials Shader", grayHeaderStyle); + if (isCorrectShaderUsed) + { + GUILayout.Label(unityVersionRenderPipelineShader.shaderFolder, bigTextStyle); + } + else + { + GUILayout.Label("One or more of your reference materials have the wrong shader assigned! \n Action is required!", bigErrorStyle); + GUILayout.Label("Materials with incorrect shaders: ", bigErrorStyle); + foreach (Material item in matListNotCorrectShader) + { + GUILayout.Label(item.name + " with shader: \n" + item.shader.name); + } + } + + + + + EditorGUILayout.Space(10); + + if (!isCorrectShaderUsed) + { + if ((unityVersionRenderPipelineShader.renderPipeline == "Built-in RP")) + { + autoAssignShader(mats, unityVersionRenderPipelineShader); + } + else if ((unityVersionRenderPipelineShader.renderPipeline == "URP")) + { + displayStepsForURPandHDRP(true); + + } + else if ((unityVersionRenderPipelineShader.renderPipeline == "HDRP")) + { + displayStepsForURPandHDRP(false); + } + } + else + { + GUILayout.Label("Everything should work fine! No changes needed!", stepHeaderStyle); + } + + EditorGUILayout.Space(10); + + //base.DrawDefaultInspector(); + EditorUtils.usualEnd(); + //EditorStyles.label.normal.textColor = oriCol; + serializedObject.ApplyModifiedProperties(); + } + void DoSetup() + { + m_LinkStyle = new GUIStyle(EditorStyles.label); + m_LinkStyle.wordWrap = false; + m_LinkStyle.stretchWidth = false; + + headerStyle = new GUIStyle(); + headerStyle.alignment = TextAnchor.MiddleCenter; + headerStyle.fontStyle = FontStyle.Bold; + headerStyle.fontSize = 15; + + grayHeaderStyle = new GUIStyle(); + grayHeaderStyle.fontSize = 14; + grayHeaderStyle.alignment = TextAnchor.MiddleCenter; + grayHeaderStyle.wordWrap = true; + + + bigTextStyle = new GUIStyle(); + + bigTextStyle.fontStyle = FontStyle.Bold; + bigTextStyle.fontSize = 15; + bigTextStyle.alignment = TextAnchor.MiddleCenter; + + bigErrorStyle = new GUIStyle(); + bigErrorStyle.fontStyle = FontStyle.Bold; + bigErrorStyle.fontSize = 13; + bigErrorStyle.alignment = TextAnchor.MiddleCenter; + bigErrorStyle.wordWrap = true; + + textAreaStyle = new GUIStyle(); + + textAreaStyle.padding.left = 20; + textAreaStyle.padding.right = 20; + //textAreaStyle.fontStyle = FontStyle.Bold; + textAreaStyle.wordWrap = true; + textAreaStyle.fontSize = 15; + textAreaStyle.richText = true; + + textAreaBoldStyle = new GUIStyle(); + textAreaBoldStyle.normal.textColor = Color.white; + textAreaBoldStyle.padding.left = 20; + textAreaBoldStyle.padding.right = 20; + textAreaBoldStyle.fontStyle = FontStyle.Bold; + textAreaBoldStyle.wordWrap = true; + textAreaBoldStyle.fontSize = 15; + + stepHeaderStyle = new GUIStyle(); + stepHeaderStyle.fontStyle = FontStyle.Bold; + stepHeaderStyle.alignment = TextAnchor.MiddleCenter; + //bigTextStyle2.fontSize = 16; + centerLabelStyle = new GUIStyle(); + centerLabelStyle.normal.textColor = Color.gray; + centerLabelStyle.alignment = TextAnchor.MiddleCenter; + + //textColor = Color.white; + //oriCol = EditorStyles.label.normal.textColor; + + step2TextStyle = new GUIStyle(); + + step2TextStyle.fontSize = 15; + step2TextStyle.padding.left = 20; + step2TextStyle.padding.right = 20; + step2TextStyle.alignment = TextAnchor.MiddleCenter; + step2TextStyle.wordWrap = true; + + + if (EditorGUIUtility.isProSkin) + { + + m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1); + headerStyle.normal.textColor = Color.white; + grayHeaderStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1); + textAreaStyle.normal.textColor = Color.white; + bigErrorStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1); + richColor = "silver"; + stepHeaderStyle.normal.textColor = Color.white; + step2TextStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1); + bigTextStyle.normal.textColor = Color.white; + buttonColor = new Color(0.6f, 0.6f, 0.6f, 1); + } + else + { + m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1); + headerStyle.normal.textColor = Color.black; + grayHeaderStyle.normal.textColor = new Color(0.2f, 0.2f, 0.2f, 1); + textAreaStyle.normal.textColor = Color.black; + bigErrorStyle.normal.textColor = new Color(0.6f, 0.0f, 0.0f, 1); + richColor = "#161616"; + stepHeaderStyle.normal.textColor = Color.black; + step2TextStyle.normal.textColor = Color.black; + bigTextStyle.normal.textColor = Color.black; + buttonColor = new Color(0.8f, 0.8f, 0.8f, 1); + } + } + private void autoAssignShader(Material[] mats, TheToonShader.ShaderUtils.UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader) + { + GUILayout.Label("Automatically assign the correct shader to your Reference Materials", step2TextStyle); + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + Color originalBackgroundColor = GUI.backgroundColor; + GUI.backgroundColor = buttonColor; + if (GUILayout.Button("Assign Shader", GUILayout.Width(100), GUILayout.Height(30))) + { + if (mats != null) + { + foreach (Material mat in mats) + { + + + if (mat.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + if (!UnityToTTSShaderMapping.Values.Contains(mat.shader)) + { + if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY)) + { + if (mat.GetFloat("_EnableOutline") == 1.0) + { + mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY]; + } + else + { + mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STS_KEY]; + } + } + else + { + + if (mat.GetFloat("_EnableOutline") == 1.0) + { + mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY]; + } + else + { + mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_KEY]; + } + } + } + } + else if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY)) + { + if (!UnityToSTSShaderNameMapping.Values.Contains(mat.shader.name)) + { + //if (mat.shader.name != unityVersionRenderPipelineShader.versionAndRPCorrectedShader) + if (!UnityToSTSShaderMapping.Values.Contains(mat.shader)) + { + mat.shader = UnityToSTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[SeeThroughShaderConstants.STS_SHADER_DEFAULT_KEY]; + } + } + } + + + } + } + else + { + Debug.LogError("Reference mats are empty. Can NOT do auto assign!"); + } + } + GUI.backgroundColor = originalBackgroundColor; + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + } + + + private void displayStepsForURPandHDRP(bool isURP) + { + + //string step1Text; + //string link; + //string commonNote = "\n\nIMPORTANT: In case you added this asset to an existing project, please select all the materials inside " + + + // "\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Materials/" + + // "\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Models/TempleForToon/" + + // "\n\n and use "; + //if (isURP) + //{ + // step1Text = "First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to " + + // "Edit > Render Pipeline > Universal Render Pipeline and then select Upgrade Project Materials to URP Materials." + + // commonNote + + // "Upgrade Selected Materials to URP Materials instead!"; + // link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.7/manual/upgrading-your-shaders.html"; + //} + //else + //{ + // step1Text = "First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to " + + // "Edit > Render Pipeline > High Definition RP and then select Upgrade Project Materials to High Definition Materials" + + // commonNote + "Upgrade Selected Materials to High Definition Materials instead!"; + // link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.7/manual/Upgrading-To-HDRP.html"; + //} + Rect rect = EditorGUILayout.BeginVertical(); + rect.width -= 20; + rect.x += 10; + ////GUI.Box(rect, GUIContent.none); + + //if (EditorGUIUtility.isProSkin) + //{ + // GUI.Box(rect, GUIContent.none); + //} + //else + //{ + // EditorUtils.DrawBox(rect, new Color(0.8f, 0.8f, 0.8f, 1)); + //} + //GUILayout.Label("STEP 1:", stepHeaderStyle); + //EditorGUILayout.Space(5); + //GUILayout.TextArea(step1Text, textAreaStyle); + //if (LinkLabel(new GUIContent("Unity Documentation"))) + //{ + // Application.OpenURL(link); + //} + ////GUILayout.FlexibleSpace(); + + //EditorGUILayout.Space(5); + //GUILayout.Label("Please finish step 1 before 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_RimNoise2Seed: 1 + - _RimNoiseIntensity: 0 + - _RimOpacity: 1 + - _RimOpacityRandomIntensity: 0 + - _RimOpacityRandomMode: 0 + - _RimPerlinNoiseSeed: 1 + - _RimPerlinNoiseSize: 1 + - _RimPolarCenterMode: 0 + - _RimSSCameraDistanceScaled: 1 + - _RimSize: 0.132 + - _RimSmoothness: 0.095 + - _RimSpacingRandomIntensity: 1 + - _RimSpacingRandomMode: 2 + - _RimStyle: 0 + - _RimThicknessRandomMode: 1 + - _RimThicknesshRandomIntensity: 0.145 + - _RimUVSet: 0 + - _RimWhiteNoiseSeed: 1 + - _SSCameraDistanceScaled: 1 + - _ShadingAffectByNormalMap: 1 + - _ShadingAffectedByNormalMap: 1 + - _ShadingBlending: 0 + - _ShadingFunction: 1 + - _ShadingMode: 0 + - _ShadingNoise1Seed: 1 + - _ShadingNoise1Size: 1.79 + - _ShadingNoise2Seed: 1 + - _ShadingStyle: 0 + - _ShadingUseLightColors: 1 + - _ShadowMode: 0 + - _ShadowsAffectByNormalMap: 1 + - _Smoothness: 0.128 + - _SmoothnessSource: 0 + - _SmoothnessTextureChannel: 0 + - _SpacingRandomIntensity: 1 + - _SpacingRandomMode: 2 + - _SpecularAffectedByNormalMap: 1 + - _SpecularAnchorSSToObjectsOrigin: 1 + - _SpecularBlending: 0 + - _SpecularCoordinateSystem: 0 + - _SpecularDrawSpace: 1 + - _SpecularHardnessRandomIntensity: 0.159 + - _SpecularHardnessRandomMode: 1 + - _SpecularHighlights: 0 + - _SpecularLengthRandomIntensity: 0.13 + - _SpecularLengthRandomMode: 2 + - _SpecularNoise1Seed: 1 + - _SpecularNoise1Size: 1.79 + - _SpecularNoise2Seed: 1 + - _SpecularNoiseIntensity: 0 + - _SpecularOpacity: 1 + - _SpecularOpacityRandomIntensity: 0 + - _SpecularOpacityRandomMode: 0 + - _SpecularPerlinNoiseSeed: 1 + - _SpecularPerlinNoiseSize: 1 + - _SpecularPolarCenterMode: 0 + - _SpecularSSCameraDistanceScaled: 1 + - _SpecularSize: 0.841 + - _SpecularSmoothness: 0.031 + - _SpecularSpacingRandomIntensity: 1 + - _SpecularSpacingRandomMode: 2 + - _SpecularStyle: 0 + - _SpecularThicknessRandomMode: 1 + - _SpecularThicknesshRandomIntensity: 0.145 + - _SpecularUVSet: 0 + - _SpecularUseLightColors: 1 + - _SpecularWhiteNoiseSeed: 1 + - _SrcBlend: 1 + - _StylingAdjustDistanceFadeValue: 1 + - _StylingCastShadowsBlending: 0 + - _StylingCastShadowsDensity: 26.53 + - _StylingCastShadowsHalftonesOffset: 0.513 + - _StylingCastShadowsHalftonesRoundness: 1 + - _StylingCastShadowsHalftonesRoundnessFalloff: 0 + - _StylingCastShadowsHardness: 0.822 + - _StylingCastShadowsInitialDirection: 61 + - _StylingCastShadowsIsInverted: 0 + - _StylingCastShadowsOpacity: 1 + - _StylingCastShadowsOpacityFalloff: 0 + - _StylingCastShadowsRotationBetweenCells: -63 + - _StylingCastShadowsSmoothness: 1 + - _StylingCastShadowsSyncWithOtherStyling: 1 + - _StylingCastShadowsThickness: 0.688 + - _StylingCastShadowsThicknessControl: 0 + - _StylingCastShadowsThicknessFalloff: 0 + - _StylingDFFalloff: 7.8 + - _StylingDFStartingDistance: 4.38 + - _StylingDistanceFadeValue: 0.169 + - _StylingOvermodelingFactor: 0.488 + - _StylingRimAffectedArea: 1 + - _StylingRimBlending: 0 + - _StylingRimDensity: 13.1 + - _StylingRimHalftonesOffset: 0.513 + - _StylingRimHalftonesRoundness: 1 + - _StylingRimHalftonesRoundnessFalloff: 0 + - _StylingRimHardness: 0.822 + - _StylingRimIsInverted: 0 + - _StylingRimOpacity: 1 + - _StylingRimOpacityFalloff: 0.355 + - _StylingRimPosition: 0 + - _StylingRimRotation: 61 + - _StylingRimSize: 0.349 + - _StylingRimSmoothness: 0.583 + - _StylingRimSyncWithOtherStyling: 1 + - _StylingRimThickness: 0.335 + - _StylingRimThicknessControl: 0 + - _StylingRimThicknessFalloff: 0 + - _StylingShadingBlending: 0 + - _StylingShadingDensity: 26.53 + - _StylingShadingHalftonesOffset: 0.513 + - _StylingShadingHalftonesRoundness: 1 + - _StylingShadingHalftonesRoundnessFalloff: 0 + - _StylingShadingHardness: 0.822 + - _StylingShadingInitialDirection: 61 + - _StylingShadingIsInverted: 0 + - _StylingShadingOpacity: 1 + - _StylingShadingOpacityFalloff: 0 + - _StylingShadingPosition: 0 + - _StylingShadingRotationBetweenCells: -63 + - _StylingShadingSyncWithOtherStyling: 0 + - _StylingShadingThickness: 0.688 + - _StylingShadingThicknessControl: 0 + - _StylingShadingThicknessFalloff: 0 + - _StylingSpecularBlending: 0 + - _StylingSpecularCutOutShading: 0 + - _StylingSpecularDensity: 26.53 + - _StylingSpecularHalftonesOffset: 0.513 + - _StylingSpecularHalftonesRoundness: 1 + - _StylingSpecularHalftonesRoundnessFalloff: 0 + - _StylingSpecularHardness: 0.822 + - _StylingSpecularIsInverted: 0 + - _StylingSpecularOpacity: 1 + - _StylingSpecularOpacityFalloff: 0 + - _StylingSpecularPosition: 0 + - _StylingSpecularRotation: 61 + - _StylingSpecularSize: 0.867 + - _StylingSpecularSmoothness: 0.356 + - _StylingSpecularSyncWithOtherStyling: 1 + - _StylingSpecularThickness: 0.688 + - _StylingSpecularThicknessControl: 0 + - _StylingSpecularThicknessFalloff: 0 + - _StylingSpecularUseLightColors: 0 + - _StylingTerminatorPosition: 0 + - _SumLightsBeforePosterization: 1 + - _Surface: 0 + - _SyncWithLightPartitioning: 0 + - _SyncWithRim: 0 + - _SyncWithSpecular: 0 + - _TerminatorPosition: 0 + - _TerminatorSmoothness: 0.141 + - _TerminatorWidth: 0.173 + - _TheToonShaderIdentifier: 1 + - _ThicknessRandomMode: 1 + - _ThicknesshRandomIntensity: 0.145 + - _UVSec: 0 + - _UVSet: 0 + - _UseAlphaOnlyFromBaseMap: 0 + - _UseCurve: 1 + - _UsePBRLighting: 0 + - _WorkflowMode: 1 + - _ZWrite: 1 + m_Colors: + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _CastShadowColor: {r: 0, g: 0, b: 0, a: 1} + - _CastShadowsPolarCenter: {r: 0.54, g: 0.47, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _CoreShadowColor: {r: 0.1792453, g: 0.05235627, b: 0, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _FormShadowColor: {r: 0.5660378, g: 0.36562595, b: 0.34442863, a: 1} + - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PolarCenter: {r: 0.54, g: 0.47, b: 0, a: 0} + - _RimColor: {r: 1, g: 1, b: 1, a: 1} + - _RimPolarCenter: {r: 0.54, g: 0.47, b: 0, a: 0} + - _SpecColor: {r: 1, g: 1, b: 1, a: 0.128} + - _SpecularColor: {r: 0, g: 0, b: 0, a: 1} + - _SpecularPolarCenter: {r: 0.54, g: 0.47, b: 0, a: 0} + - _StylingCastShadowsColor: {r: 0, g: 0, b: 0, a: 1} + - _StylingColor: {r: 0, g: 0, b: 0, a: 1} + - _StylingRimColor: {r: 0, g: 0.22719002, b: 1, a: 1} + - _StylingSpecularColor: {r: 1, g: 0.9744728, b: 0.8915094, a: 1} + m_BuildTextureStacks: [] diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/TTSReferenceMaterials/NoStyling_07_ColorBasedGradient3_TTS_RefMat.mat.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/TTSReferenceMaterials/NoStyling_07_ColorBasedGradient3_TTS_RefMat.mat.meta new file mode 100644 index 000000000..95dc4022a --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/TTSReferenceMaterials/NoStyling_07_ColorBasedGradient3_TTS_RefMat.mat.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4ca4a1a6cbbf97045a0983090f8611b5 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/TTSReferenceMaterials/NoStyling_07_ColorBasedGradient3_TTS_RefMat.mat + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime.meta new file mode 100644 index 000000000..38fe2ad8a --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8cafebc017a83134bbdf3366a064dcc5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components.meta new file mode 100644 index 000000000..fedd3da71 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b1b79f92083b5f4a91fe80e24b1549f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs new file mode 100644 index 000000000..13f0935e3 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs @@ -0,0 +1,1122 @@ +using System; + +using System.Collections.Generic; + +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + [AddComponentMenu(Strings.COMPONENTMENU_REPLACEORSYNCHRONIZE)] + [ExecuteInEditMode] + public class ReplaceOrSynchronizeToonSettings : MonoBehaviour + { + //public enum ReplaceOrSync + //{ + // Both, + // Replace, + // Sync, + //} + + public enum MethodMode + { + //Stopped, + EditorMode, + PlayMode, + } + + public enum ReplaceOrSyncGroupType + { + Parent, + // Box, + // Id, + //ListOfGameObjects, + ListOfMaterials + } + + + public Material referenceMaterial; + + + public Transform parentTransform; + public Transform[] transformsWithTheToonShader; + + + public List materialList; + public List materialListForParents; + + private Dictionary undoMaterialCache = new Dictionary(); + + private Dictionary materialCache = new Dictionary(); + + //protected Dictionary UnityToSTSShaderMapping; + public LayerMask layerMaskToAdd = ~0; + + + //public ReplaceOrSync replaceOrSyncMode; + public MethodMode methodMode = MethodMode.PlayMode; + + public bool keepMaterialsInSyncWithReference = true; + public bool isSyncingEditorMode = false; + + + public ReplaceOrSyncGroupType replaceOrSyncGroupType = ReplaceOrSyncGroupType.ListOfMaterials; + + public bool surfaceOptionsAndInputs = true; + public bool surfaceOptionsAndInputsFoldout = true; + public bool surfaceOptions = false; + public bool surfaceOptionsFoldout = false; + public bool surfaceInputs = false; + public bool surfaceInputsFoldout = false; + public bool advanced = false; + + public bool toonShading = true; + public bool toonShadingFoldout = false; + public bool toonShadingLightPartitioning = true; + public bool toonShadingLightPartitioningFoldout = false; + public bool toonShadingLight = true; + public bool toonShadingLightFoldout = false; + public bool toonShadingShading = true; + public bool toonShadingShadingFoldout = false; + public bool toonShadingCastShadows = true; + public bool toonShadingCastShadowsFoldout = false; + public bool toonShadingSpecular = true; + public bool toonShadingSpecularFoldout = false; + public bool toonShadingRim = true; + public bool toonShadingRimFoldout = false; + + public bool styling = true; + public bool stylingFoldout = false; + + public bool stylingDistanceFade = true; + public bool stylingDistanceFadeFoldout = false; + + + public bool stylingShadingFoldout = true; + public bool stylingShading = true; + public bool stylingShadingPartitioning = true; + public bool stylingShadingPartitioningFoldout = false; + public bool stylingShadingBlending = true; + public bool stylingShadingBlendingFoldout = false; + public bool stylingShadingDrawSpace = true; + public bool stylingShadingDrawSpaceFoldout = false; + public bool stylingShadingDensityAndRotation = true; + public bool stylingShadingDensityAndRotationFoldout = false; + public bool stylingShadingStyleSettings = true; + public bool stylingShadingStyleSettingsFoldout = false; + public bool stylingShadingRandomize = true; + public bool stylingShadingRandomizeFoldout = false; + + public bool stylingCastShadows = true; + public bool stylingCastShadowsFoldout = false; + public bool stylingCastShadowsPartitioning = true; + public bool stylingCastShadowsPartitioningFoldout = false; + public bool stylingCastShadowsBlending = true; + public bool stylingCastShadowsBlendingFoldout = false; + public bool stylingCastShadowsDrawSpace = true; + public bool stylingCastShadowsDrawSpaceFoldout = false; + public bool stylingCastShadowsDensityAndRotation = true; + public bool stylingCastShadowsDensityAndRotationFoldout = false; + public bool stylingCastShadowsStyleSettings = true; + public bool stylingCastShadowsStyleSettingsFoldout = false; + public bool stylingCastShadowsRandomize = true; + public bool stylingCastShadowsRandomizeFoldout = false; + + public bool stylingSpecular = true; + public bool stylingSpecularFoldout = false; + public bool stylingSpecularSettings = true; + public bool stylingSpecularSettingsFoldout = false; + public bool stylingSpecularBlending = true; + public bool stylingSpecularBlendingFoldout = false; + public bool stylingSpecularDrawSpace = true; + public bool stylingSpecularDrawSpaceFoldout = false; + public bool stylingSpecularDensityAndRotation = true; + public bool stylingSpecularDensityAndRotationFoldout = false; + public bool stylingSpecularStyleSettings = true; + public bool stylingSpecularStyleSettingsFoldout = false; + public bool stylingSpecularRandomize = true; + public bool stylingSpecularRandomizeFoldout = false; + + public bool stylingRim = true; + public bool stylingRimFoldout = false; + public bool stylingRimSettings = true; + public bool stylingRimSettingsFoldout = false; + public bool stylingRimBlending = true; + public bool stylingRimBlendingFoldout = false; + public bool stylingRimUVSpace = true; + public bool stylingRimUVSpaceFoldout = false; + public bool stylingRimDensityAndRotation = true; + public bool stylingRimDensityAndRotationFoldout = false; + public bool stylingRimStyleSettings = true; + public bool stylingRimStyleSettingsFoldout = false; + public bool stylingRimRandomize = true; + public bool stylingRimRandomizeFoldout = false; + + public bool outline = true; + public bool outlineFoldout = false; + + + //public PropertyCategorySO test; + + + private Dictionary> categoryToPropertiesMapping; + + + + + // General Shading: + public bool _LightSource = true; + + public bool _ShadingMode = true; + public bool _LightFunction = true; + + public bool _UseAlphaOnlyFromBaseMap = true; + + + //BiRP and URP: + public bool _Cull = true; + public bool _AlphaClip = true; + public bool _Cutoff = true; + + public bool _BumpScale = true; + public bool _BumpMap = true; + public bool _EmissionColor = true; + public bool _EmissionMap = true; + + //Lit and BiRP: + public bool _SmoothnessTextureChannel = true; + public bool _Metallic = true; + public bool _MetallicGlossMap = true; + public bool _Parallax = true; + public bool _ParallaxMap = true; + public bool _OcclusionStrength = true; + public bool _OcclusionMap = true; + public bool _DetailMask = true; + public bool _DetailAlbedoMap = true; + public bool _DetailNormalMapScale = true; + public bool _DetailNormalMap = true; + +//#if USING_URP + //URP only: + public bool _BaseMap = true; + public bool _BaseColor = true; + + public bool _Surface = true; + public bool _Blend = true; +//#else + //BiRP only: + public bool _Color = true; + public bool _MainTex = true; + public bool _Glossiness = true; + public bool _GlossMapScale = true; + public bool _UVSec = true; + public bool _Mode = true; + +//#endif + public bool _ReceiveShadows = true; + // SimpleLit and Lit + public bool _SpecularHighlights = true; + public bool _SpecColor = true; + public bool _SpecGlossMap = true; + public bool _Smoothness = true; + //SimpleLit + public bool _SmoothnessSource = true; + //Lit + public bool _WorkflowMode = true; + + public bool _EnvironmentReflections = true; + + public bool _DetailAlbedoMapScale = true; + + + +//TOON SHADING: + public bool _EnableToonShading = true; + public bool _ShadingFunction = true; + + //Gradient: + public bool _GradientTex = true; + public bool _GradientMode = true; + public bool _GradientBlending = true; + public bool _GradientBlendFactor = true; + + //Cells: + public bool _NumberOfCells = true; + public bool _CellTransitionSmoothness = true; + public bool _SumLightsBeforePosterization = true; + public bool _ShadingUseLightColors = true; + + //Shadows: + public bool _EnableShadows = true; + public bool _CoreShadowColor = true; + public bool _TerminatorPosition = true; + public bool _TerminatorWidth = true; + public bool _TerminatorSmoothness = true; + public bool _FormShadowColor = true; + public bool _ShadingAffectedByNormalMap = true; + + //Cast Shadows: + public bool _EnableCastShadows = true; + //public bool _CustomizeCastShadowsColor = true; + //public bool _CastShadowsStrength = true; + //public bool _CastShadowsSmoothness = true; + public bool _CastShadowColorMode = true; + public bool _CastShadowColor = true; + + + //Specular: + public bool _EnableSpecular = true; + public bool _SpecularBlending = true; + public bool _SpecularColor = true; + public bool _SpecularSize = true; + public bool _SpecularSmoothness = true; + public bool _SpecularOpacity = true; + public bool _SpecularAffectedByNormalMap = true; + public bool _SpecularUseLightColors = true; + + //Rim: + public bool _EnableRim = true; + public bool _RimBlending = true; + public bool _RimColor = true; + public bool _RimSize = true; + public bool _RimSmoothness = true; + public bool _RimOpacity = true; + public bool _RimAffectedArea = true; + public bool _RimAffectedByNormalMap = true; + + + + + + // STYLING: + public bool _EnableStyling = true; + //Distance Fade: + public bool _EnableStylingDistanceFade = true; + public bool _StylingDFStartingDistance = true; + public bool _StylingDFFalloff = true; + public bool _StylingAdjustDistanceFadeValue = true; + public bool _StylingDistanceFadeValue = true; + + + public bool _EnableAntiAliasing = true; + + //SYTLING SHADING: + public bool _EnableShadingStyling = true; + public bool _StylingShadingSyncWithOtherStyling = true; + + public bool _StylingColor = true; + //Style: + public bool _ShadingStyle = true; + //Partitioning: + public bool _SyncWithLightPartitioning = true; + public bool _NumberOfCellsHatching = true; + public bool _StylingTerminatorPosition = true; + public bool _StylingOvermodelingFactor = true; + //Blending: + public bool _StylingShadingBlending = true; + public bool _StylingShadingIsInverted = true; + //DrawSpace: + public bool _DrawSpace = true; + public bool _UVSet = true; + public bool _SSCameraDistanceScaled = true; + public bool _AnchorSSToObjectsOrigin = true; + public bool _CoordinateSystem = true; + public bool _PolarCenterMode = true; + public bool _PolarCenter = true; + + //Density and Rotation: + public bool _StylingShadingDensity = true; + public bool _StylingShadingInitialDirection = true; + public bool _StylingShadingRotationBetweenCells = true; + public bool _StylingShadingHalftonesOffset = true; + + //Style Settings: + public bool _StylingShadingThicknessControl = true; + public bool _StylingShadingThickness = true; + public bool _StylingShadingOpacity = true; + public bool _StylingShadingOpacityFalloff = true; + public bool _StylingShadingThicknessFalloff = true; + public bool _StylingShadingHardness = true; + + public bool _StylingShadingHalftonesRoundness = true; + public bool _StylingShadingHalftonesRoundnessFalloff = true; + + + //DASHES: + public bool _StylingShadingEnableDashes = true; + public bool _StylingShadingDashesSize = true; + public bool _StylingShadingDashesUseHatchingDensity = true; + public bool _StylingShadingDashesDensity = true; + public bool _StylingShadingDashesType = true; + public bool _StylingShadingDashesRoundness = true; + public bool _StylingShadingDashesOffset = true; + + public bool _StylingShadingDashesTransitionPosition = true; + public bool _StylingShadingDashesTransitionSoftness = true; + + + //Randomizer: + public bool _EnableShadingRandomizer = true; + public bool _ShadingNoise1Size = true; + public bool _ShadingNoise1Seed = true; + public bool _ShadingNoise2Seed = true; + public bool _NoiseIntensity = true; + public bool _SpacingRandomMode = true; + public bool _SpacingRandomIntensity = true; + public bool _OpacityRandomMode = true; + public bool _OpacityRandomIntensity = true; + public bool _HardnessRandomMode = true; + public bool _HardnessRandomIntensity = true; + public bool _LengthRandomMode = true; + public bool _LengthRandomIntensity = true; + public bool _ThicknessRandomMode = true; + public bool _ThicknesshRandomIntensity = true; + + + + //STYLING CastShadows: + public bool _EnableCastShadowsStyling = true; + public bool _StylingCastShadowsSyncWithOtherStyling = true; + + public bool _StylingCastShadowsColor = true; + //Style + public bool _CastShadowsStyle = true; + //Partitioning: + public bool _CastShadowsNumberOfCellsHatching = true; + public bool _StylingCastShadowsSmoothness = true; + //Blending: + public bool _StylingCastShadowsBlending = true; + public bool _StylingCastShadowsIsInverted = true; + //DrawSpace: + public bool _CastShadowsDrawSpace = true; + public bool _CastShadowsUVSet = true; + public bool _CastShadowsSSCameraDistanceScaled = true; + public bool _CastShadowsAnchorSSToObjectsOrigin = true; + public bool _CastShadowsCoordinateSystem = true; + public bool _CastShadowsPolarCenterMode = true; + public bool _CastShadowsPolarCenter = true; + //Density and Direction + public bool _StylingCastShadowsDensity = true; + public bool _StylingCastShadowsInitialDirection = true; + public bool _StylingCastShadowsRotationBetweenCells = true; + public bool _StylingCastShadowsHalftonesOffset = true; + //Style Settngs: + public bool _StylingCastShadowsOpacity = true; + public bool _StylingCastShadowsOpacityFalloff = true; + public bool _StylingCastShadowsThicknessControl = true; + public bool _StylingCastShadowsThickness = true; + public bool _StylingCastShadowsThicknessFalloff = true; + public bool _StylingCastShadowsHardness = true; + public bool _StylingCastShadowsHalftonesRoundness = true; + public bool _StylingCastShadowsHalftonesRoundnessFalloff = true; + + //DASHES: + public bool _StylingCastShadowsEnableDashes = true; + public bool _StylingCastShadowsDashesSize = true; + public bool _StylingCastShadowsDashesUseHatchingDensity = true; + public bool _StylingCastShadowsDashesDensity = true; + public bool _StylingCastShadowsDashesType = true; + public bool _StylingCastShadowsDashesRoundness = true; + public bool _StylingCastShadowsDashesOffset = true; + + public bool _StylingCastShadowsDashesTransitionPosition = true; + public bool _StylingCastShadowsDashesTransitionSoftness = true; + + //Randomizer: + public bool _EnableCastShadowsRandomizer = true; + public bool _CastShadowsNoise1Size = true; + public bool _CastShadowsNoise1Seed = true; + public bool _CastShadowsNoise2Seed = true; + public bool _CastShadowsNoiseIntensity = true; + public bool _CastShadowsSpacingRandomMode = true; + public bool _CastShadowsSpacingRandomIntensity = true; + public bool _CastShadowsOpacityRandomMode = true; + public bool _CastShadowsOpacityRandomIntensity = true; + public bool _CastShadowsHardnessRandomMode = true; + public bool _CastShadowsHardnessRandomIntensity = true; + public bool _CastShadowsLengthRandomMode = true; + public bool _CastShadowsLengthRandomIntensity = true; + public bool _CastShadowsThicknessRandomMode = true; + public bool _CastShadowsThicknesshRandomIntensity = true; + + + //STYLING SPECULAR: + public bool _EnableSpecularStyling = true; + public bool _StylingSpecularSyncWithOtherStyling = true; + + public bool _StylingSpecularUseLightColors = true; + public bool _StylingSpecularColor = true; + //Style + public bool _SpecularStyle = true; + //Specular Settings: + public bool _SyncWithSpecular = true; + public bool _StylingSpecularSize = true; + public bool _StylingSpecularSmoothness = true; + //Blending: + public bool _StylingSpecularBlending = true; + public bool _StylingSpecularIsInverted = true; + //DrawSpace: + public bool _SpecularDrawSpace = true; + public bool _SpecularUVSet = true; + public bool _SpecularSSCameraDistanceScaled = true; + public bool _SpecularAnchorSSToObjectsOrigin = true; + public bool _SpecularCoordinateSystem = true; + public bool _SpecularPolarCenterMode = true; + public bool _SpecularPolarCenter = true; + //Density and Direction + public bool _StylingSpecularDensity = true; + public bool _StylingSpecularRotation = true; + public bool _StylingSpecularHalftonesOffset = true; + //Style Settngs: + public bool _StylingSpecularOpacity = true; + public bool _StylingSpecularOpacityFalloff = true; + public bool _StylingSpecularThicknessControl = true; + public bool _StylingSpecularThickness = true; + public bool _StylingSpecularThicknessFalloff = true; + public bool _StylingSpecularHardness = true; + public bool _StylingSpecularHalftonesRoundness = true; + public bool _StylingSpecularHalftonesRoundnessFalloff = true; + + //DASHES: + public bool _StylingSpecularEnableDashes = true; + public bool _StylingSpecularDashesSize = true; + public bool _StylingSpecularDashesUseHatchingDensity = true; + public bool _StylingSpecularDashesDensity = true; + public bool _StylingSpecularDashesType = true; + public bool _StylingSpecularDashesRoundness = true; + public bool _StylingSpecularDashesOffset = true; + + public bool _StylingSpecularDashesTransitionPosition = true; + public bool _StylingSpecularDashesTransitionSoftness = true; + + //Randomizer: + public bool _EnableSpecularRandomizer = true; + public bool _SpecularNoise1Size = true; + public bool _SpecularNoise1Seed = true; + public bool _SpecularNoise2Seed = true; + public bool _SpecularNoiseIntensity = true; + public bool _SpecularSpacingRandomMode = true; + public bool _SpecularSpacingRandomIntensity = true; + public bool _SpecularOpacityRandomMode = true; + public bool _SpecularOpacityRandomIntensity = true; + public bool _SpecularHardnessRandomMode = true; + public bool _SpecularHardnessRandomIntensity = true; + public bool _SpecularLengthRandomMode = true; + public bool _SpecularLengthRandomIntensity = true; + public bool _SpecularThicknessRandomMode = true; + public bool _SpecularThicknesshRandomIntensity = true; + + +//STYLING RIM: + public bool _EnableRimStyling = true; + + public bool _StylingRimSyncWithOtherStyling = true; + + public bool _StylingRimColor = true; + //Style + public bool _RimStyle = true; + //Rim Settings: + public bool _SyncWithRim = true; + public bool _StylingRimSize = true; + public bool _StylingRimSmoothness = true; + public bool _StylingRimAffectedArea = true; + // Blending: + public bool _StylingRimBlending = true; + public bool _StylingRimIsInverted = true; + // UV Space: + public bool _RimDrawSpace = true; + public bool _RimUVSet = true; + public bool _RimSSCameraDistanceScaled = true; + public bool _RimAnchorSSToObjectsOrigin = true; + public bool _RimCoordinateSystem = true; + public bool _RimPolarCenterMode = true; + public bool _RimPolarCenter = true; + //Density and Direction + public bool _StylingRimDensity = true; + public bool _StylingRimRotation = true; + public bool _StylingRimHalftonesOffset = true; + //Style Settngs: + public bool _StylingRimThicknessControl = true; + public bool _StylingRimThickness = true; + public bool _StylingRimThicknessFalloff = true; + public bool _StylingRimOpacity = true; + public bool _StylingRimOpacityFalloff = true; + public bool _StylingRimHardness = true; + public bool _StylingRimHalftonesRoundness = true; + public bool _StylingRimHalftonesRoundnessFalloff = true; + + + //DASHES: + public bool _StylingRimEnableDashes = true; + public bool _StylingRimDashesSize = true; + public bool _StylingRimDashesUseHatchingDensity = true; + public bool _StylingRimDashesDensity = true; + public bool _StylingRimDashesRoundness = true; + public bool _StylingRimDashesType = true; + public bool _StylingRimDashesOffset = true; + + public bool _StylingRimDashesTransitionPosition = true; + public bool _StylingRimDashesTransitionSoftness = true; + + //Randomizer: + public bool _EnableRimRandomizer = true; + public bool _RimNoise1Size = true; + public bool _RimNoise1Seed = true; + public bool _RimNoise2Seed = true; + public bool _RimNoiseIntensity = true; + public bool _RimSpacingRandomMode = true; + public bool _RimSpacingRandomIntensity = true; + public bool _RimOpacityRandomMode = true; + public bool _RimOpacityRandomIntensity = true; + public bool _RimHardnessRandomMode = true; + public bool _RimHardnessRandomIntensity = true; + public bool _RimLengthRandomMode = true; + public bool _RimLengthRandomIntensity = true; + public bool _RimThicknessRandomMode = true; + public bool _RimThicknesshRandomIntensity = true; + + + + + public bool _HatchingAffectedByNormalMap = true; + + public bool _HatchingCameraDistanceFade = true; + public bool _HalftonePatternCameraDistanceFade = true; + + public bool _EnableOutline = true; + public bool _OutlineColor = true; + public bool _OutlineWidth = true; + public bool _OutlineDepthOffset = true; + //public bool _OutlineCameraDistanceImpact = true; + public bool _OutlineConstantScreenWidth = true; + + + private Dictionary propertyNameToBoolDictionary; + public void CalculatePropertyToogleBoolDictionary() + { + + + //if (propertyNameToBoolDictionary == null) + //{ + propertyNameToBoolDictionary = new Dictionary(); + //} + + + Component component = this; + Type type = component.GetType(); + foreach (string propertyName in ShaderUtils.ALL_PROPERITES) + { + //Debug.Log("propertyName: " + propertyName); + if(type.GetField(propertyName) != null) + { + bool? boolValue = (bool)type.GetField(propertyName).GetValue(component); + if (boolValue != null) + { + if (propertyNameToBoolDictionary.ContainsKey(propertyName)) + { + propertyNameToBoolDictionary[propertyName] = boolValue.Value; + } + else + { + propertyNameToBoolDictionary.Add(propertyName, boolValue.Value); + + } + } + else + { + //Debug.Log(propertyName + " doesn't exist"); + } + } else + { + //Debug.Log(propertyName + " doesn't exist"); + } + + } + + } + + public void PrintStatusOfPropertiesAndToggles() + { + if(propertyNameToBoolDictionary!=null) + { + StringBuilder sb = new StringBuilder(); + + foreach (KeyValuePair entry in propertyNameToBoolDictionary) + { + sb.Append(entry.Key + " - " + entry.Value + "\n"); + } + + Debug.Log(sb.ToString()); + + } + + } + + public void SyncTheToonShaderProperties(bool forceUpdateOfAllPropertiesAndKeywords = false) + { + if (referenceMaterial != null && referenceMaterial.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + if (propertyNameToBoolDictionary == null) + { + CalculatePropertyToogleBoolDictionary(); + } + if (methodMode == MethodMode.PlayMode) + { + if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.ListOfMaterials) + { + if (materialList != null && materialList.Count > 0) + { + ReplaceAndSyncUtils.UpdateTheToonShaderMaterialPropertiesAndKeywords(materialList, referenceMaterial, propertyNameToBoolDictionary, forceUpdateOfAllPropertiesAndKeywords); + } + } + else + { + if (transformsWithTheToonShader != null && transformsWithTheToonShader.Length > 0) + { + ReplaceAndSyncUtils.UpdateTheToonShaderMaterialPropertiesAndKeywords(transformsWithTheToonShader, referenceMaterial, propertyNameToBoolDictionary, forceUpdateOfAllPropertiesAndKeywords); + } + } + + } + else + { + + if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.ListOfMaterials) + { + if (materialList != null && materialList.Count > 0) + { + ReplaceAndSyncUtils.UpdateTheToonShaderMaterialPropertiesAndKeywords(materialList, referenceMaterial, propertyNameToBoolDictionary, forceUpdateOfAllPropertiesAndKeywords); + } + } + else + { + if (materialListForParents != null && materialListForParents.Count > 0) + { + ReplaceAndSyncUtils.UpdateTheToonShaderMaterialPropertiesAndKeywords(materialListForParents, referenceMaterial, propertyNameToBoolDictionary, forceUpdateOfAllPropertiesAndKeywords); + } + } + + } + + } + + } + + + public List DoSetupForMaterialsEditorMode() + { + if (referenceMaterial != null && referenceMaterial.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + CalculatePropertyToogleBoolDictionary(); + if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.ListOfMaterials) + { + //undoMaterialCache.Clear(); + //CreateUndoMaterialsCopy(); + + foreach (Material material in materialList) + { + if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + material.shader = referenceMaterial.shader; + } + } + return materialList; + } + else //if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.Parent) + { + if (parentTransform == null) + { + parentTransform = this.transform; + } + return DoSetupOfAllMaterialsGameObjectBasedEditorMode(); + } + } + return null; + } + + void Awake() + { + + if (this.isActiveAndEnabled && Application.isPlaying) + { + if (methodMode == MethodMode.PlayMode) + { + + + if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.ListOfMaterials) + { + if (referenceMaterial != null && referenceMaterial.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + if (materialList != null && materialList.Count > 0) + { + materialCache.Clear(); + foreach (Material material in materialList) + { + if (material != null) + { + Material savedCopy = new Material(material); + ReplaceAndSyncUtils.AddTheToonShaderInstancePrefix(material); + string name = material.name; + if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + if (!name.Contains(" - Replaced by " + referenceMaterial.name)) + { + name += " - Replaced by " + referenceMaterial.name; + } + //material.shader = UnityToSTSShaderMapping.TryGetValue(material.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[SeeThroughShaderConstants.STS_SHADER_DEFAULT_KEY]; + material.shader = referenceMaterial.shader; + } + else + { + if (!name.Contains(" - Synced with " + referenceMaterial.name)) + { + name += " - Synced with " + referenceMaterial.name; + } + } + material.name = name; + materialCache.Add(material, savedCopy); + //Debug.Log("AWAKE: " + material.shader.name + " - " + materialCache[material].shader.name); + + InitializeNoiseTextures(material); + } + } + + //SyncTheToonShaderProperties(); + + + } + } + + } + else //if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.Parent) + { + if (parentTransform == null) + { + parentTransform = this.transform; + } + + DoSetupOfAllMaterialsGameObjectBasedPlayMode(); + } + + } + } + } + + + private void InitializeNoiseTextures(Material material) + { + material.SetTexture("_NoiseMap1", referenceMaterial.GetTexture("_NoiseMap1")); + material.SetTexture("_NoiseMap2", referenceMaterial.GetTexture("_NoiseMap2")); + } + + void OnDestroy() + { + //Debug.Log("OnDestroy"); + + //if(Application.isPlaying) + //{ + if (methodMode == MethodMode.PlayMode) + { + + if (replaceOrSyncGroupType == ReplaceOrSyncGroupType.ListOfMaterials && materialList.Count > 0 && materialCache.Count > 0) + { + for (int i = 0; i < materialList.Count; i++) + { + if (materialList[i] != null) + { + //Debug.Log("Destroy: " + materialList[i].shader.name + " - " + materialCache[materialList[i]].shader.name); + + materialList[i].CopyPropertiesFromMaterial(materialCache[materialList[i]]); + materialList[i].name = materialCache[materialList[i]].name; + materialList[i].shader = materialCache[materialList[i]].shader; + + + } + } + } + } else if (methodMode == MethodMode.EditorMode) + { + //methodMode = MethodMode.Stopped; + } + //} + + } + void OnDisable() + { + if (methodMode == MethodMode.EditorMode) + { + //methodMode = MethodMode.Stopped; + } + } + + //public void CreateUndoMaterialsCopy() + //{ + // if(materialList != null) + // { + + // foreach (Material material in materialList) + // { + // if (material != null) + // { + // if (!undoMaterialCache.ContainsKey(material)) + // { + // undoMaterialCache[material] = new Material(material); + // } + // } + // } + // } + //} + + //public void UndoEditorModeMaterialChange() + //{ + // for (int i = 0;i < materialList.Count;i++) + // { + // if (materialList[i] != null) + // { + // if (undoMaterialCache[materialList[i]] != null) + // { + // //materialList[i] = undoMaterialCache[materialList[i]]; + + + // materialList[i].CopyPropertiesFromMaterial(undoMaterialCache[materialList[i]]); + // materialList[i].name = undoMaterialCache[materialList[i]].name; + // materialList[i].shader = undoMaterialCache[materialList[i]].shader; + // } + // } + // } + // //methodMode = MethodMode.Stopped; + + // undoMaterialCache.Clear(); + //} + + void Start() + { + if (this.isActiveAndEnabled) + { + if (referenceMaterial != null && referenceMaterial.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY) ) + { + + if ( +#if (UNITY_EDITOR) + (methodMode == MethodMode.EditorMode && !EditorApplication.isPlaying) + || +#endif + + (methodMode == MethodMode.PlayMode && Application.isPlaying)) + { + SyncTheToonShaderProperties(true); + } + + } + } + } + + + //void Update() + void LateUpdate() + { + + if (this.isActiveAndEnabled) + { + if (referenceMaterial != null && referenceMaterial.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + +#if (UNITY_EDITOR) + if ((methodMode == MethodMode.EditorMode && isSyncingEditorMode && !EditorApplication.isPlaying) + || (methodMode == MethodMode.PlayMode && keepMaterialsInSyncWithReference && EditorApplication.isPlaying)) + { + SyncTheToonShaderProperties(); + } +#endif + } + } + } + + + protected List DoSetupOfAllMaterialsGameObjectBasedEditorMode() + { + Dictionary materialTracker = new Dictionary(); + List gameObjects = getGameObjectsDependingOnReplaceOrSyncGroupType(); + List tmpTransforms = new List(); + + + List materials = new List(); + + foreach (GameObject go in gameObjects) + { + Renderer[] renderers = go.GetComponentsInChildren(); + for (int i = 0; i < renderers.Length; i++) + { + if (renderers[i] != null && renderers[i].sharedMaterials.Length > 0) + { + Material[] updatedMaterials = renderers[i].sharedMaterials; + for (int j = 0; j < renderers[i].sharedMaterials.Length; j++) + { + Material material = renderers[i].sharedMaterials[j]; + if (material != null) + { + if (((1 << renderers[i].gameObject.layer) & layerMaskToAdd) != 0) + { + //if (!materialTracker.ContainsKey(material.name)) + //{ + // Material mat = new Material(material); + // if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + // { + // mat.shader = referenceMaterial.shader; + // } + // InitializeNoiseTextures(mat); + + // materialTracker.Add(material.name, mat); + //} + + //material = new Material(material); + if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + material.shader = referenceMaterial.shader; + } + InitializeNoiseTextures(material); + + + updatedMaterials[j] = material; + + //if (!tmpTransforms.Contains(renderers[i].gameObject.transform)) + //{ + // tmpTransforms.Add(renderers[i].gameObject.transform); + //} + + + if(!materials.Contains(material)) + { + materials.Add(material); + + } + } + } + } + renderers[i].sharedMaterials = updatedMaterials; + } + } + } + transformsWithTheToonShader = tmpTransforms.ToArray(); + materialListForParents = materials; + return materialListForParents; + } + + protected void DoSetupOfAllMaterialsGameObjectBasedPlayMode() + { + Dictionary materialTracker = new Dictionary(); + List gameObjects = getGameObjectsDependingOnReplaceOrSyncGroupType(); + List tmpTransforms = new List(); + + + foreach (GameObject go in gameObjects) + { + Renderer[] renderers = go.GetComponentsInChildren(); + for (int i = 0; i < renderers.Length; i++) + { + if (renderers[i] != null && renderers[i].materials.Length > 0) + { + Material[] updatedMaterials = renderers[i].materials; + for (int j = 0; j < renderers[i].materials.Length; j++) + { + Material material = renderers[i].materials[j]; + if (material != null) + { + if (((1 << renderers[i].gameObject.layer) & layerMaskToAdd) != 0) + { + ReplaceAndSyncUtils.AddTheToonShaderInstancePrefix(material); + string name = material.name.Replace(" (Instance)", ""); + if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + if (!name.Contains(" - Replaced by " + referenceMaterial.name)) + { + name += " - Replaced by " + referenceMaterial.name; + } + } + else + { + if (!name.Contains(" - Synced with " + referenceMaterial.name)) + { + name += " - Synced with " + referenceMaterial.name; + } + } + + material.name = name; + + if (!materialTracker.ContainsKey(material.name)) + { + Material mat = new Material(material); + if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)) + { + mat.shader = referenceMaterial.shader; + } + InitializeNoiseTextures(mat); + + materialTracker.Add(material.name, mat); + } + updatedMaterials[j] = materialTracker[material.name]; + + if (!tmpTransforms.Contains(renderers[i].gameObject.transform)) + { + tmpTransforms.Add(renderers[i].gameObject.transform); + } + } + } + } + renderers[i].materials = updatedMaterials; + } + } + } + transformsWithTheToonShader = tmpTransforms.ToArray(); + } + + protected List getGameObjectsDependingOnReplaceOrSyncGroupType() + { + List tempGameObjectList = new List(); + switch (replaceOrSyncGroupType) + { + case ReplaceOrSyncGroupType.Parent: + { + Transform[] transforms = parentTransform.GetComponentsInChildren(); + + foreach (Transform transform in transforms) + { + + Renderer renderer = transform.gameObject.GetComponent(); + //Debug.Log(renderer != null); + + if (renderer != null && renderer.sharedMaterials.Length > 0) + { + + tempGameObjectList.Add(transform.gameObject); + } + } + + break; + } + //case ReplaceOrSyncGroupType.ListOfGameObjects: + // { + // foreach (GameObject gameObject in gameObjectList) + // { + // if (gameObject.GetComponent() != null) + // { + // //gameObjectList.Add(gO); + // AddFilteredGameObject(gameObject, tempGameObjectList); + // } + // } + + // break; + // } + case ReplaceOrSyncGroupType.ListOfMaterials: + { + break; + } + default: break; + } + return tempGameObjectList; + } + + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs.meta new file mode 100644 index 000000000..4de57b54f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2fdb28ddf015c3d429b3becce74925bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Components/ReplaceOrSynchronizeToonSettings.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo.meta new file mode 100644 index 000000000..57685ef56 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3dfa051ec8aa9964da83b8075fefb344 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs new file mode 100644 index 000000000..f0ce2e745 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + [AddComponentMenu(Strings.COMPONENTMENU_RPHELPER)] + public class RPHelper : MonoBehaviour + { + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs.meta new file mode 100644 index 000000000..693b4d49d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 8419a087f9c025c41bb2ff196e3e3263 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelper.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs new file mode 100644 index 000000000..83d99df85 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + [AddComponentMenu(Strings.COMPONENTMENU_RPHELPER)] + public class RPHelperToonSTS : MonoBehaviour + { + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs.meta new file mode 100644 index 000000000..637a4437d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 32a440361d691db41869163e7753c447 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/Demo/RPHelperToonSTS.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef new file mode 100644 index 000000000..36246e291 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef @@ -0,0 +1,30 @@ +{ + "name": "ShaderCrew.TheToonShader.3D.Runtime", + "rootNamespace": "", + "references": [ + "GUID:15fc0a57446b3144c949da3e2b9737a9", + "GUID:516a5277b8c3b4f4c8cc86b77b1591ff", + "GUID:771e886dc8ff2624f9fb1e98ab52afc2", + "GUID:83e2004185752be4684414733d22e0e7" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [ + { + "name": "com.unity.render-pipelines.universal", + "expression": "", + "define": "USING_URP" + }, + { + "name": "com.unity.render-pipelines.high-definition", + "expression": "", + "define": "USING_HDRP" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef.meta new file mode 100644 index 000000000..797b1da37 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 41ed22f5c389313468c5d7b2eff1a2c6 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Runtime/ShaderCrew.TheToonShader.3D.Runtime.asmdef + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders.meta new file mode 100644 index 000000000..b8fff9035 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f6f38a83d6b4fd0468c6b1127df369b6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native.meta new file mode 100644 index 000000000..0036a1eaa --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7bee192214168fe40982b0f3e4f4413f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP.meta new file mode 100644 index 000000000..6504b66ba --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 853a8be8551772f44936e361da6f62b9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader new file mode 100644 index 000000000..b82441733 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader @@ -0,0 +1,8591 @@ +// Upgrade NOTE: replaced 'defined FOG_COMBINED_WITH_WORLD_POS' with 'defined (FOG_COMBINED_WITH_WORLD_POS)' + +Shader "TheToonShader/BiRP/TheToonShader" +{ + Properties + { + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + [MainColor] _Color("Color", Color) = (1,1,1,1) + [MainTexture] _MainTex("Albedo (RGB)", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Glossiness("Smoothness", Range(0,1)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + [Gamma] _Metallic("Metallic", Range(0,1)) = 0.0 + _MetallicGlossMap("Gloss Map", 2D) = "white" {} + _BumpScale ("Bump Scale", Float) = 1.0 + [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + _OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1.0 + _OcclusionMap ("Occlusion", 2D) = "white" {} + _EmissionMap ("Emission", 2D) = "white" {} + _EmissionColor ("Color", Color) = (0, 0, 0) + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale ("Scale", Float) = 1.0 + [Normal] _DetailNormalMap ("Normal Map", 2D) = "bump" {} + [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 + [HideInInspector] _Mode ("__mode", Float) = 0.0 + + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 + [HideInInspector] _AlphaClip("__clip", Float) = 0.0 + } + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + Cull [_Cull] + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma multi_compile_fwdbase + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define SHADER_PASS SHADERPASS_FORWARD + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 lmap : TEXCOORD8; + #if UNITY_SHOULD_SAMPLE_SH + half3 sh : TEXCOORD9; + #endif + #ifdef LIGHTMAP_ON + UNITY_LIGHTING_COORDS(10,11) + UNITY_FOG_COORDS(12) + #else + UNITY_FOG_COORDS(10) + UNITY_SHADOW_COORDS(11) + #endif + float4 extraV2F0 : TEXCOORD13; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + #ifdef VERTEXLIGHT_ON + o.sh += Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, o.worldPos, o.worldNormal); + #endif + o.sh = ShadeSHPerVertex (o.worldNormal, o.sh); + #endif + #endif + + UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); + #else + UNITY_TRANSFER_FOG(o,o.pos); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.Specular; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + + fixed4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = d.worldSpacePosition; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + giInput.light.color *= mulColor; + #endif + #if defined(_OVERRIDE_BAKEDGI) + gi.indirect.diffuse = l.DiffuseGI; + gi.indirect.specular = l.SpecularGI; + #endif + c = half4(l.Albedo, l.Alpha); + AddTheToonShader(c,o, gi,giInput,d); + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + + return c; + } + + ENDCG + + } + Cull [_Cull] + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define _PASSFORWARD 1 + #define _PASSFORWARDADD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + UNITY_LIGHTING_COORDS(8,9) + UNITY_FOG_COORDS(10) + float4 extraV2F0 : TEXCOORD11; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + UNITY_TRANSFER_FOG(o,o.pos); + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.SpecularPower; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + half4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + #endif + + c = half4(l.Albedo, l.Alpha); + #if _SHADING_COLOR + c = 0; + #else + AddTheToonShader(c,o, gi,d); + #endif + + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + #if !_ALPHABLEND_ON + UNITY_OPAQUE_ALPHA(c.a); + #endif + return c; + } + + ENDCG + + } + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + ZWrite On ZTest LEqual + + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 worldTangent : TEXCOORD3; + float4 texcoord0 : TEXCOORD4; + float4 texcoord1 : TEXCOORD5; + float4 texcoord2 : TEXCOORD6; + float4 texcoord3 : TEXCOORD7; + float4 extraV2F0 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + 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; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; + } + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(IN.worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + 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 + + SHADOW_CASTER_FRAGMENT(IN) + } + ENDCG + + } + Pass + { + Name "Meta" + Tags { "LightMode" = "Meta" } + Cull Off + + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD8; + float4 lightCoord : TEXCOORD9; + #endif + float4 extraV2F0 : TEXCOORD10; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1))); + } + #endif + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + return o; + } + fixed4 Frag (VertexToPixel IN + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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); + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = l.Albedo; + metaIN.Emission = l.Emission; + #if _USESPECULAR + metaIN.SpecularColor = l.Specular; + #endif + + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader.meta new file mode 100644 index 000000000..6b64901f5 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: cdb1479f619aff740b0cea7a60a84201 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_BiRP.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader new file mode 100644 index 000000000..f4a7bc2a9 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader @@ -0,0 +1,8905 @@ +// Upgrade NOTE: replaced 'defined FOG_COMBINED_WITH_WORLD_POS' with 'defined (FOG_COMBINED_WITH_WORLD_POS)' + +Shader "TheToonShader/BiRP/TheToonShader_WithOutline" +{ + Properties + { + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + [MainColor] _Color("Color", Color) = (1,1,1,1) + [MainTexture] _MainTex("Albedo (RGB)", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Glossiness("Smoothness", Range(0,1)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + [Gamma] _Metallic("Metallic", Range(0,1)) = 0.0 + _MetallicGlossMap("Gloss Map", 2D) = "white" {} + _BumpScale ("Bump Scale", Float) = 1.0 + [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + _OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1.0 + _OcclusionMap ("Occlusion", 2D) = "white" {} + _EmissionMap ("Emission", 2D) = "white" {} + _EmissionColor ("Color", Color) = (0, 0, 0) + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale ("Scale", Float) = 1.0 + [Normal] _DetailNormalMap ("Normal Map", 2D) = "bump" {} + [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 + [HideInInspector] _Mode ("__mode", Float) = 0.0 + + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 + [HideInInspector] _AlphaClip("__clip", Float) = 0.0 + } + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma multi_compile_fwdbase + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define SHADER_PASS SHADERPASS_FORWARD + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 lmap : TEXCOORD8; + #if UNITY_SHOULD_SAMPLE_SH + half3 sh : TEXCOORD9; + #endif + #ifdef LIGHTMAP_ON + UNITY_LIGHTING_COORDS(10,11) + UNITY_FOG_COORDS(12) + #else + UNITY_FOG_COORDS(10) + UNITY_SHADOW_COORDS(11) + #endif + float4 extraV2F0 : TEXCOORD13; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + #ifdef VERTEXLIGHT_ON + o.sh += Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, o.worldPos, o.worldNormal); + #endif + o.sh = ShadeSHPerVertex (o.worldNormal, o.sh); + #endif + #endif + + UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); + #else + UNITY_TRANSFER_FOG(o,o.pos); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.Specular; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + + fixed4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = d.worldSpacePosition; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + giInput.light.color *= mulColor; + #endif + #if defined(_OVERRIDE_BAKEDGI) + gi.indirect.diffuse = l.DiffuseGI; + gi.indirect.specular = l.SpecularGI; + #endif + c = half4(l.Albedo, l.Alpha); + AddTheToonShader(c,o, gi,giInput,d); + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + + return c; + } + + ENDCG + + } + Cull [_Cull] + Cull [_Cull] + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define _PASSFORWARD 1 + #define _PASSFORWARDADD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + UNITY_LIGHTING_COORDS(8,9) + UNITY_FOG_COORDS(10) + float4 extraV2F0 : TEXCOORD11; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + UNITY_TRANSFER_FOG(o,o.pos); + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.SpecularPower; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + half4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + #endif + + c = half4(l.Albedo, l.Alpha); + #if _SHADING_COLOR + c = 0; + #else + AddTheToonShader(c,o, gi,d); + #endif + + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + #if !_ALPHABLEND_ON + UNITY_OPAQUE_ALPHA(c.a); + #endif + return c; + } + + ENDCG + + } + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + ZWrite On ZTest LEqual + + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 worldTangent : TEXCOORD3; + float4 texcoord0 : TEXCOORD4; + float4 texcoord1 : TEXCOORD5; + float4 texcoord2 : TEXCOORD6; + float4 texcoord3 : TEXCOORD7; + float4 extraV2F0 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + 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; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; + } + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(IN.worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + 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 + + SHADOW_CASTER_FRAGMENT(IN) + } + ENDCG + + } + Pass + { + Name "Meta" + Tags { "LightMode" = "Meta" } + Cull Off + + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD8; + float4 lightCoord : TEXCOORD9; + #endif + float4 extraV2F0 : TEXCOORD10; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1))); + } + #endif + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + return o; + } + fixed4 Frag (VertexToPixel IN + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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); + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = l.Albedo; + metaIN.Emission = l.Emission; + #if _USESPECULAR + metaIN.SpecularColor = l.Specular; + #endif + + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + + } +Pass +{ + Name"Outline" + Cull Front + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + +CBUFFER_START(UnityPerMaterial) + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + +CBUFFER_END +struct v2f +{ + float4 pos : POSITION; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = UnityObjectToClipPos(v.vertex); + if (_EnableOutline == 1) + { + + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + + o.pos = clipPos; + } + else + { + o.pos = clipPos; + + } + return o; +} + +half4 frag(v2f i) : COLOR +{ + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDCG + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader.meta new file mode 100644 index 000000000..d5121356f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 1c6b3902befc80643a83432be8825adc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/BiRP/TheToonShader_WithOutline_BiRP.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP.meta new file mode 100644 index 000000000..9778e5898 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1d99d54531efd254d9abfa680f0a2692 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_URP2020.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_URP2020.shader new file mode 100644 index 000000000..080a53f25 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_URP2020.shader @@ -0,0 +1,6965 @@ +Shader "TheToonShader/URP/2020/TheToonShader" +{ + Properties + { + [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + 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 + #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF + + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #define SHADER_PASS SHADERPASS_FORWARD + #define SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + InputData inputData; + + 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 + + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + #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)); + inputData.shadowMask = mulColor; + #endif + #endif + + float4 color = half4(l.Albedo, l.Alpha); + + specular = l.Specular; + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d); + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + ChainFinalColorForward(l, d, color); + return color; + + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS_SHADOWCASTER + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define SHADERPASS_DEPTHONLY + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + Cull Off + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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" + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return float4(PackNormalOctRectEncode(TransformWorldToViewDir(d.worldSpaceNormal, true)), 0.0, 0.0); + + } + + ENDHLSL + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_URP2020.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_URP2020.shader.meta new file mode 100644 index 000000000..3589323f8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_URP2020.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 6683d29458b1a1e49914c5f7ac9df895 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020/TheToonShader_URP2020.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_WithOutline_URP2020.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_WithOutline_URP2020.shader new file mode 100644 index 000000000..95dc526d1 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_WithOutline_URP2020.shader @@ -0,0 +1,7280 @@ +Shader "TheToonShader/URP/2020/TheToonShader_WithOutline" +{ + Properties + { + [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF + + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #define SHADER_PASS SHADERPASS_FORWARD + #define SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + InputData inputData; + + 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 + + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + #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)); + inputData.shadowMask = mulColor; + #endif + #endif + + float4 color = half4(l.Albedo, l.Alpha); + + specular = l.Specular; + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d); + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + ChainFinalColorForward(l, d, color); + return color; + + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS_SHADOWCASTER + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define SHADERPASS_DEPTHONLY + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + Cull Off + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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" + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 _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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return float4(PackNormalOctRectEncode(TransformWorldToViewDir(d.worldSpaceNormal, true)), 0.0, 0.0); + + } + + ENDHLSL + + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + +CBUFFER_START(UnityPerMaterial) + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif +CBUFFER_END +struct v2f +{ + float4 pos : POSITION; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + + return o; +} + +half4 frag(v2f i) : COLOR +{ + float4 albedo = _OutlineColor; + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return albedo; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_WithOutline_URP2020.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_WithOutline_URP2020.shader.meta new file mode 100644 index 000000000..edf397c25 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020~/TheToonShader_WithOutline_URP2020.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 7e890f551f2172a47bb3620f9e51c9d3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2020/TheToonShader_WithOutline_URP2020.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_URP2021.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_URP2021.shader new file mode 100644 index 000000000..169e857c6 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_URP2021.shader @@ -0,0 +1,8497 @@ +Shader "TheToonShader/URP/2021/TheToonShader" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + 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 + #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 + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + float4 color = half4(l.Albedo, l.Alpha); + + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + return color; + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + 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 + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_URP2021.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_URP2021.shader.meta new file mode 100644 index 000000000..9cc638623 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_URP2021.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 4f4a37c1f6c86224f8dc01fd3b499e08 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021/TheToonShader_URP2021.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_WithOutline_URP2021.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_WithOutline_URP2021.shader new file mode 100644 index 000000000..5baffd4ef --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_WithOutline_URP2021.shader @@ -0,0 +1,8813 @@ +Shader "TheToonShader/URP/2021/TheToonShader_WithOutline" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #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 + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + float4 color = half4(l.Albedo, l.Alpha); + + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + return color; + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + 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 + + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + +CBUFFER_START(UnityPerMaterial) + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif +CBUFFER_END +struct v2f +{ + float4 pos : POSITION; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + + return o; +} + +half4 frag(v2f i) : COLOR +{ + float4 albedo = _OutlineColor; + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return albedo; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_WithOutline_URP2021.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_WithOutline_URP2021.shader.meta new file mode 100644 index 000000000..b3ee7c047 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021~/TheToonShader_WithOutline_URP2021.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 683c8dbf739a63d4e9cb1d0c025799f7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2021/TheToonShader_WithOutline_URP2021.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_URP2022.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_URP2022.shader new file mode 100644 index 000000000..1d7d81f23 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_URP2022.shader @@ -0,0 +1,8542 @@ +Shader "TheToonShader/URP/2022/TheToonShader" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + 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 + #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_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + half4 color = half4(l.Albedo, l.Alpha); + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + 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 + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_URP2022.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_URP2022.shader.meta new file mode 100644 index 000000000..54d0126a9 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_URP2022.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: cdd39c097f8297d4d86e6ae5f13727bf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022/TheToonShader_URP2022.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_WithOutline_URP2022.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_WithOutline_URP2022.shader new file mode 100644 index 000000000..df43a7827 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_WithOutline_URP2022.shader @@ -0,0 +1,8858 @@ +Shader "TheToonShader/URP/2022/TheToonShader_WithOutline" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #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_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + half4 color = half4(l.Albedo, l.Alpha); + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + +CBUFFER_START(UnityPerMaterial) + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif +CBUFFER_END +struct v2f +{ + float4 pos : POSITION; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + + return o; +} + +half4 frag(v2f i) : COLOR +{ + float4 albedo = _OutlineColor; + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return albedo; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_WithOutline_URP2022.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_WithOutline_URP2022.shader.meta new file mode 100644 index 000000000..2f5530d27 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022~/TheToonShader_WithOutline_URP2022.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: bc97b42f0416e4147b3917bc938d658e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/2022/TheToonShader_WithOutline_URP2022.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3.meta new file mode 100644 index 000000000..6f93599b7 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 068ce1bc61fd2c74abfa358b6c346de0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader new file mode 100644 index 000000000..2894a3a1f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader @@ -0,0 +1,10693 @@ +Shader "TheToonShader/URP/Unity6_3/TheToonShader" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _CLUSTER_LIGHT_LOOP + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + + outColor = color; + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + GBufferFragOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return PackGBuffersBRDFData(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader.meta new file mode 100644 index 000000000..449b35439 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: aef19de831fba0648a6eb5c4487ea286 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_URPUnity6_3.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader new file mode 100644 index 000000000..6ce141bb6 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader @@ -0,0 +1,11010 @@ +Shader "TheToonShader/URP/Unity6_3/TheToonShader_WithOutline" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _CLUSTER_LIGHT_LOOP + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + + outColor = color; + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + GBufferFragOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return PackGBuffersBRDFData(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + +CBUFFER_START(UnityPerMaterial) + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif +CBUFFER_END +struct v2f +{ + float4 pos : POSITION; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + + return o; +} + +half4 frag(v2f i) : COLOR +{ + float4 albedo = _OutlineColor; + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return albedo; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader.meta new file mode 100644 index 000000000..cc18b78b7 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: f50e98b37244d14499bf85f7bbf776a4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6_3/TheToonShader_WithOutline_URPUnity6_3.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_URPUnity6.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_URPUnity6.shader new file mode 100644 index 000000000..452acfe8f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_URPUnity6.shader @@ -0,0 +1,10695 @@ +Shader "TheToonShader/URP/Unity6/TheToonShader" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _FORWARD_PLUS + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_URPUnity6.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_URPUnity6.shader.meta new file mode 100644 index 000000000..0ee3cdf2d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_URPUnity6.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: f5cbdd554c80cf840960f02543c9e6a8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6/TheToonShader_URPUnity6.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_WithOutline_URPUnity6.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_WithOutline_URPUnity6.shader new file mode 100644 index 000000000..2d646fd9f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_WithOutline_URPUnity6.shader @@ -0,0 +1,11012 @@ +Shader "TheToonShader/URP/Unity6/TheToonShader_WithOutline" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _FORWARD_PLUS + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + } + + void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 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); + #if _HDRP + #else + #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; + d.texcoord3 = i.texcoord3; + #if _HDRP + #else + #endif + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 _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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + +CBUFFER_START(UnityPerMaterial) + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif +CBUFFER_END +struct v2f +{ + float4 pos : POSITION; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + + return o; +} + +half4 frag(v2f i) : COLOR +{ + float4 albedo = _OutlineColor; + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return albedo; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_WithOutline_URPUnity6.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_WithOutline_URPUnity6.shader.meta new file mode 100644 index 000000000..29754329f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6~/TheToonShader_WithOutline_URPUnity6.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 5b7d18bf8a091cc48a3a9075eca72ff9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/Native/URP/Unity6/TheToonShader_WithOutline_URPUnity6.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP.meta new file mode 100644 index 000000000..30fd02401 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7a4651796dac6a74a9fdfdf3f2d9ce57 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader new file mode 100644 index 000000000..d134562b6 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader @@ -0,0 +1,10498 @@ +// Upgrade NOTE: replaced 'defined FOG_COMBINED_WITH_WORLD_POS' with 'defined (FOG_COMBINED_WITH_WORLD_POS)' + +Shader "TheToonShader/BiRP/TheToonShader_WithOutline_WithSTS" +{ + Properties + { + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + [MainColor] _Color("Color", Color) = (1,1,1,1) + [MainTexture] _MainTex("Albedo (RGB)", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Glossiness("Smoothness", Range(0,1)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + [Gamma] _Metallic("Metallic", Range(0,1)) = 0.0 + _MetallicGlossMap("Gloss Map", 2D) = "white" {} + _BumpScale ("Bump Scale", Float) = 1.0 + [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + _OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1.0 + _OcclusionMap ("Occlusion", 2D) = "white" {} + _EmissionMap ("Emission", 2D) = "white" {} + _EmissionColor ("Color", Color) = (0, 0, 0) + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale ("Scale", Float) = 1.0 + [Normal] _DetailNormalMap ("Normal Map", 2D) = "bump" {} + [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 + [HideInInspector] _Mode ("__mode", Float) = 0.0 + + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 + [HideInInspector] _AlphaClip("__clip", Float) = 0.0 + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma multi_compile_fwdbase + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define SHADER_PASS SHADERPASS_FORWARD + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 lmap : TEXCOORD8; + #if UNITY_SHOULD_SAMPLE_SH + half3 sh : TEXCOORD9; + #endif + #ifdef LIGHTMAP_ON + UNITY_LIGHTING_COORDS(10,11) + UNITY_FOG_COORDS(12) + #else + UNITY_FOG_COORDS(10) + UNITY_SHADOW_COORDS(11) + #endif + float4 extraV2F0 : TEXCOORD13; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.screenPos = ComputeScreenPos(o.pos); + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + #ifdef VERTEXLIGHT_ON + o.sh += Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, o.worldPos, o.worldNormal); + #endif + o.sh = ShadeSHPerVertex (o.worldNormal, o.sh); + #endif + #endif + + UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); + #else + UNITY_TRANSFER_FOG(o,o.pos); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.Specular; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + + fixed4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = d.worldSpacePosition; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + giInput.light.color *= mulColor; + #endif + #if defined(_OVERRIDE_BAKEDGI) + gi.indirect.diffuse = l.DiffuseGI; + gi.indirect.specular = l.SpecularGI; + #endif + c = half4(l.Albedo, l.Alpha); + AddTheToonShader(c,o, gi,giInput,d); + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + + return c; + } + + ENDCG + + } + Cull [_Cull] + Cull [_Cull] + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define _PASSFORWARD 1 + #define _PASSFORWARDADD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + UNITY_LIGHTING_COORDS(8,9) + UNITY_FOG_COORDS(10) + float4 extraV2F0 : TEXCOORD11; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.screenPos = ComputeScreenPos(o.pos); + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + UNITY_TRANSFER_FOG(o,o.pos); + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.SpecularPower; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + half4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + #endif + + c = half4(l.Albedo, l.Alpha); + #if _SHADING_COLOR + c = 0; + #else + AddTheToonShader(c,o, gi,d); + #endif + + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + #if !_ALPHABLEND_ON + UNITY_OPAQUE_ALPHA(c.a); + #endif + return c; + } + + ENDCG + + } + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + ZWrite On ZTest LEqual + + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 worldTangent : TEXCOORD3; + float4 texcoord0 : TEXCOORD4; + float4 texcoord1 : TEXCOORD5; + float4 texcoord2 : TEXCOORD6; + float4 texcoord3 : TEXCOORD7; + float4 screenPos : TEXCOORD8; + float4 extraV2F0 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + 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; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + o.screenPos = ComputeScreenPos(o.pos); + return o; + } + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(IN.worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + 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 + + SHADOW_CASTER_FRAGMENT(IN) + } + ENDCG + + } + Pass + { + Name "Meta" + Tags { "LightMode" = "Meta" } + Cull Off + + Cull [_Cull] + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD8; + float4 lightCoord : TEXCOORD9; + #endif + float4 extraV2F0 : TEXCOORD10; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1))); + } + #endif + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.screenPos = ComputeScreenPos(o.pos); + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + return o; + } + fixed4 Frag (VertexToPixel IN + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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); + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = l.Albedo; + metaIN.Emission = l.Emission; + #if _USESPECULAR + metaIN.SpecularColor = l.Specular; + #endif + + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + + } +Pass +{ + Name"Outline" + Cull Front + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + + half _DissolveMethod; + half _DissolveTexSpace; + #include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" + +struct v2f +{ + float4 pos : POSITION; + + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 screenPos : TEXCOORD3; + nointerpolation float4 clipPos : TEXCOORD4; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +float3 ClipToWorldPos(float4 clipPos) +{ + #ifdef UNITY_REVERSED_Z + float3 ndc = clipPos.xyz / clipPos.w; + ndc = float3(ndc.x, ndc.y * _ProjectionParams.x, (1.0 - ndc.z) * 2.0 - 1.0); + float3 viewPos = mul(unity_CameraInvProjection, float4(ndc * clipPos.w, clipPos.w)); + #else + float3 viewPos = mul(unity_CameraInvProjection, clipPos); + #endif + return mul(unity_MatrixInvV, float4(viewPos, 1.0)).xyz; +} + +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = UnityObjectToClipPos(v.vertex); + UNITY_TRANSFER_FOG(o, o.vertex); + + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + o.clipPos = clipPos; + + o.worldPos = ClipToWorldPos(clipPos); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.screenPos = ComputeScreenPos(o.pos); + + return o; +} +half4 frag(v2f i) : COLOR +{ + + float3 albedo = _OutlineColor; + UNITY_APPLY_FOG(i.fogCoord, albedo); + + float3 emission = float3(0, 0, 0); + float alphaForClipping = 0; + float maxScreenParams = max(_ScreenParams.x, _ScreenParams.y); + float adjustmentValue = _OutlineWidth / maxScreenParams * i.clipPos.w * 2.0; + float radiusAdjustmentValue = adjustmentValue / _DissolveFallOff; + _CircleObstructionDestroyRadius -= radiusAdjustmentValue; + _ConeObstructionDestroyRadius -= radiusAdjustmentValue; + _CylinderObstructionDestroyRadius -= radiusAdjustmentValue; + _CurveObstructionDestroyRadius -= radiusAdjustmentValue; + + _FloorY += adjustmentValue; + if(_CeilingBlendMode == 0) + { + _CeilingY -= adjustmentValue; + } + else + { + _CeilingY += adjustmentValue; + + } + AddSeeThroughShaderToShader(albedo, emission, alphaForClipping, i.worldPos, i.worldNormal, i.screenPos); + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDCG + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader.meta new file mode 100644 index 000000000..9fbbb154f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 7bb17be94ebc0e04aa338bc7c73c9bec +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/BiRP/TheToonShader_WithOutline_WithSTS_BiRP.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithSTS_BiRP.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithSTS_BiRP.shader new file mode 100644 index 000000000..ba1c86788 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithSTS_BiRP.shader @@ -0,0 +1,10061 @@ +// Upgrade NOTE: replaced 'defined FOG_COMBINED_WITH_WORLD_POS' with 'defined (FOG_COMBINED_WITH_WORLD_POS)' + +Shader "TheToonShader/BiRP/TheToonShader_WithSTS" +{ + Properties + { + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + [MainColor] _Color("Color", Color) = (1,1,1,1) + [MainTexture] _MainTex("Albedo (RGB)", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Glossiness("Smoothness", Range(0,1)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + [Gamma] _Metallic("Metallic", Range(0,1)) = 0.0 + _MetallicGlossMap("Gloss Map", 2D) = "white" {} + _BumpScale ("Bump Scale", Float) = 1.0 + [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + _OcclusionStrength("Occlusion Strength", Range(0, 1)) = 1.0 + _OcclusionMap ("Occlusion", 2D) = "white" {} + _EmissionMap ("Emission", 2D) = "white" {} + _EmissionColor ("Color", Color) = (0, 0, 0) + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale ("Scale", Float) = 1.0 + [Normal] _DetailNormalMap ("Normal Map", 2D) = "bump" {} + [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 + [HideInInspector] _Mode ("__mode", Float) = 0.0 + + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 + [HideInInspector] _AlphaClip("__clip", Float) = 0.0 + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + Cull [_Cull] + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma multi_compile_fwdbase + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define SHADER_PASS SHADERPASS_FORWARD + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 lmap : TEXCOORD8; + #if UNITY_SHOULD_SAMPLE_SH + half3 sh : TEXCOORD9; + #endif + #ifdef LIGHTMAP_ON + UNITY_LIGHTING_COORDS(10,11) + UNITY_FOG_COORDS(12) + #else + UNITY_FOG_COORDS(10) + UNITY_SHADOW_COORDS(11) + #endif + float4 extraV2F0 : TEXCOORD13; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.screenPos = ComputeScreenPos(o.pos); + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + #ifdef VERTEXLIGHT_ON + o.sh += Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, o.worldPos, o.worldNormal); + #endif + o.sh = ShadeSHPerVertex (o.worldNormal, o.sh); + #endif + #endif + + UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); + #else + UNITY_TRANSFER_FOG(o,o.pos); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.Specular; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + + fixed4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = d.worldSpacePosition; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + giInput.light.color *= mulColor; + #endif + #if defined(_OVERRIDE_BAKEDGI) + gi.indirect.diffuse = l.DiffuseGI; + gi.indirect.specular = l.SpecularGI; + #endif + c = half4(l.Albedo, l.Alpha); + AddTheToonShader(c,o, gi,giInput,d); + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + + return c; + } + + ENDCG + + } + Cull [_Cull] + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + #define _PASSFORWARD 1 + #define _PASSFORWARDADD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + UNITY_LIGHTING_COORDS(8,9) + UNITY_FOG_COORDS(10) + float4 extraV2F0 : TEXCOORD11; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.screenPos = ComputeScreenPos(o.pos); + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + UNITY_TRANSFER_FOG(o,o.pos); + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc" + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + 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 + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(d.worldSpacePosition)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(d.worldSpacePosition)); + + #if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandardSpecular o; + #endif + o.Specular = l.Specular; + o.Occlusion = l.Occlusion; + o.Smoothness = l.Smoothness; + #elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + #ifdef UNITY_COMPILER_HLSL + SurfaceOutput o = (SurfaceOutput)0; + #else + SurfaceOutput o; + #endif + + o.Specular = l.SpecularPower; + o.Gloss = l.Smoothness; + _SpecColor.rgb = l.Specular; + #else + #ifdef UNITY_COMPILER_HLSL + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #else + SurfaceOutputStandard o; + #endif + o.Smoothness = l.Smoothness; + o.Metallic = l.Metallic; + o.Occlusion = l.Occlusion; + #endif + o.Albedo = l.Albedo; + o.Emission = l.Emission; + o.Alpha = l.Alpha; + + #if _WORLDSPACENORMAL + o.Normal = l.Normal; + #else + o.Normal = normalize(TangentToWorldSpace(d, l.Normal)); + #endif + UNITY_LIGHT_ATTENUATION(atten, IN, d.worldSpacePosition) + half4 c = 0; + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + #if defined(_OVERRIDE_SHADOWMASK) + float4 mulColor = saturate(dot(l.ShadowMask, unity_OcclusionMaskSelector)); + gi.light.color *= mulColor; + #endif + + c = half4(l.Albedo, l.Alpha); + #if _SHADING_COLOR + c = 0; + #else + AddTheToonShader(c,o, gi,d); + #endif + + ChainFinalColorForward(l, d, c); + + #if !DISABLEFOG + UNITY_APPLY_FOG(_unity_fogCoord, c); + #endif + #if !_ALPHABLEND_ON + UNITY_OPAQUE_ALPHA(c.a); + #endif + return c; + } + + ENDCG + + } + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + ZWrite On ZTest LEqual + + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 worldTangent : TEXCOORD3; + float4 texcoord0 : TEXCOORD4; + float4 texcoord1 : TEXCOORD5; + float4 texcoord2 : TEXCOORD6; + float4 texcoord3 : TEXCOORD7; + float4 screenPos : TEXCOORD8; + float4 extraV2F0 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + 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; + o.texcoord3 = v.texcoord3; + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + o.screenPos = ComputeScreenPos(o.pos); + return o; + } + fixed4 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); + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(IN.worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + 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 + + SHADOW_CASTER_FRAGMENT(IN) + } + ENDCG + + } + Pass + { + Name "Meta" + Tags { "LightMode" = "Meta" } + Cull Off + + Cull [_Cull] + CGPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "HLSLSupport.cginc" + #define UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_SH + #define UNITY_INSTANCED_LIGHTMAPSTS + #include "UnityShaderVariables.cginc" + #include "UnityShaderUtilities.cginc" + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _METALLICGLOSSMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _DETAIL_MULX2 + #pragma shader_feature_local _EMISSION + #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _STANDARD 1 +#if defined(SHADER_API_GAMECORE) + + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r + #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_XBOXONE) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_PSSL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RW_Texture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array textureName + #define RW_TEXTURE3D(type, textureName) RW_Texture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) +#elif defined(SHADER_API_D3D11) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_METAL) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_VULKAN) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_SWITCH) + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + +#elif defined(SHADER_API_GLCORE) + #if (SHADER_TARGET >= 46) + #define OPENGL4_1_SM5 1 + #else + #define OPENGL4_1_SM5 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) + #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + + #if OPENGL4_1_SM5 + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #endif + #elif defined(SHADER_API_GLES3) + #if (SHADER_TARGET >= 40) + #define GLES3_1_AEP 1 + #else + #define GLES3_1_AEP 0 + #endif + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + #define TEXTURE2D(textureName) Texture2D textureName + #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName + #define TEXTURECUBE(textureName) TextureCube textureName + #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName + #define TEXTURE3D(textureName) Texture3D textureName + + #define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName + #define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName + #define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName + + #define TEXTURE2D_HALF(textureName) Texture2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName + #define TEXTURECUBE_HALF(textureName) TextureCube_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName + #define TEXTURE3D_HALF(textureName) Texture3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) + + #if GLES3_1_AEP + #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName + #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName + #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName + #else + #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + #endif + + #define SAMPLER(samplerName) SamplerState samplerName + #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName + + #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) + #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) + + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) + #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName + + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) + + #ifdef UNITY_NO_CUBEMAP_ARRAY + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #else + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias) + #endif + + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) + + #if GLES3_1_AEP + #define PLATFORM_SUPPORT_GATHER + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) + #else + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + #endif +#elif defined(SHADER_API_GLES) + #define uint int + + #define rcp(x) 1.0 / (x) + #define ddx_fine ddx + #define ddy_fine ddy + #define asfloat + #define asuint(x) asint(x) + #define f32tof16 + #define f16tof32 + + #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0 + #define ZERO_INITIALIZE(type, name) name = (type)0; + #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 + #define TEXTURE2D(textureName) sampler2D textureName + #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName + #define TEXTURECUBE(textureName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName + #define TEXTURE3D(textureName) sampler3D textureName + + #define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName + #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName + #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) + #define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName + + #define TEXTURE2D_HALF(textureName) sampler2D_half textureName + #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName + #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) + #define TEXTURE3D_HALF(textureName) sampler3D_half textureName + + #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) + + #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) + #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) + #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) + + #define SAMPLER(samplerName) + #define SAMPLER_CMP(samplerName) + + #define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName + #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName + #define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName + #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName + #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName + + #define TEXTURE2D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName + #define TEXTURE3D_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName + #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName + + #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) + + #if (SHADER_TARGET >= 30) + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) + #else + #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) + #endif + + #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) + #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY) + #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD) + #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS) + #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD) + #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) + #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) + #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) + #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY) + #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD) + #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS) + #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) + #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD) + + #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) + #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW) + #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) + #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW) + #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0) + #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) + #define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D) + #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD) + #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D) + #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY) + #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE) + #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY) + #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D) + #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D) + #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D) + #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D) + +#else +#error unsupported shader api +#endif +#ifndef UNITY_BRANCH +# define UNITY_BRANCH +#endif +#ifndef UNITY_FLATTEN +# define UNITY_FLATTEN +#endif +#ifndef UNITY_UNROLL +# define UNITY_UNROLL +#endif +#ifndef UNITY_UNROLLX +# define UNITY_UNROLLX(_x) +#endif +#ifndef UNITY_LOOP +# define UNITY_LOOP +#endif +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + struct VertexToPixel + { + UNITY_POSITION(pos); + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD8; + float4 lightCoord : TEXCOORD9; + #endif + float4 extraV2F0 : TEXCOORD10; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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 UNITY_MATRIX_I_M + + #define UNITY_MATRIX_I_M unity_WorldToObject + #endif + + float3 GetCameraWorldPosition() + { + #if _HDRP + return GetCameraRelativePositionWS(_WorldSpaceCameraPos); + #else + return _WorldSpaceCameraPos; + #endif + } + + #if _GRABPASSUSED + #if _STANDARD + TEXTURE2D(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, 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)UNITY_MATRIX_V, 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) + { + 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 + 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 + } + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _Color; + half _Cutoff; + half _Mode; + float _Cull; + half _Metallic; + half3 _EmissionColor; + half _UVSec; + + half _BumpScale; + half _DetailNormalMapScale; + float _Glossiness; + float _GlossMapScale; + half _OcclusionStrength; + half _Parallax; + + float4 _MainTex_ST; + float4 _DetailAlbedoMap_ST; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + fixed4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(UNITY_MATRIX_VP, GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _DetailMask; + sampler2D _BumpMap; + sampler2D _DetailNormalMap; + sampler2D _MetallicGlossMap; + sampler2D _OcclusionMap; + sampler2D _ParallaxMap; + sampler2D _EmissionMap; + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + texcoords.zw = (_UVSec == 0) ? d.texcoord0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw : d.texcoord1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + #if _SHADING_COLOR + half4 diffuseAlpha = tex2D(_MainTex, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _Color.rgb; + #ifdef _NORMALMAP + o.Normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #endif + half alpha = diffuseAlpha.a; + o.Alpha = alpha * _Color.a; + if (_Mode) + { + clip (alpha - _Cutoff); + } + + #ifdef _EMISSION + half3 emission = tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + o.Emission = emission; + #endif + #else + #ifdef _PARALLAXMAP + half h = tex2D (_ParallaxMap, texcoords.xy).g; + float2 offset = ParallaxOffset1Step (h, _Parallax, d.tangentSpaceViewDir); + texcoords = float4(texcoords.xy + offset, texcoords.zw + offset); + o.Normal = float3(0, 0, 1); + #endif + half3 albedo = tex2D(_MainTex, texcoords.xy).rgb * _Color.rgb; + #ifdef _DETAIL_MULX2 + half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; + albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, tex2D(_DetailMask, texcoords.xy).a); + #endif + o.Albedo = albedo; + half2 metallicSmoothness = half2(0,0); + #ifdef _METALLICGLOSSMAP + half4 metallicGlossMap = tex2D(_MetallicGlossMap, texcoords.xy); + metallicSmoothness.r = metallicGlossMap.r; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a; + #else + metallicSmoothness.g = metallicGlossMap.a; + #endif + metallicSmoothness.g *= _GlossMapScale; + #else + metallicSmoothness.r = _Metallic; + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + metallicSmoothness.g = tex2D(_MainTex, texcoords.xy).a * _GlossMapScale; + #else + metallicSmoothness.g = _Glossiness; + #endif + #endif + o.Metallic = metallicSmoothness.r; + o.Smoothness = metallicSmoothness.g; + o.Occlusion = lerp(1, tex2D(_OcclusionMap, texcoords.xy).g, _OcclusionStrength); + half alpha = 0; + #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) + alpha = _Color.a; + #else + alpha = tex2D(_MainTex, texcoords.xy).a * _Color.a; + #endif + if (_Mode) + { + clip (alpha - _Cutoff); + } + o.Alpha = alpha; + #ifdef _NORMALMAP + half3 normal = UnpackScaleNormal(tex2D(_BumpMap, texcoords.xy), _BumpScale); + #ifdef _DETAIL_MULX2 + half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); + detailNormal = lerp(float3(0, 0, 1), detailNormal, tex2D(_DetailMask, texcoords.xy).a); + normal = BlendNormals(normal, detailNormal); + #endif + o.Normal = normal; + #endif + #ifdef _EMISSION + o.Emission += tex2D(_EmissionMap, texcoords.xy).rgb * _EmissionColor.rgb; + #endif + #endif + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + VertexToPixel Vert (VertexData v) + { + UNITY_SETUP_INSTANCE_ID(v); + VertexToPixel o; + UNITY_INITIALIZE_OUTPUT(VertexToPixel,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + +#if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); +#endif + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1))); + } + #endif + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + o.screenPos = ComputeScreenPos(o.pos); + o.worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); + + return o; + } + fixed4 Frag (VertexToPixel IN + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef FOG_COMBINED_WITH_TSPACE + UNITY_EXTRACT_FOG_FROM_TSPACE(IN); + #elif defined (FOG_COMBINED_WITH_WORLD_POS) + UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); + #else + UNITY_EXTRACT_FOG(IN); + #endif + + 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); + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = l.Albedo; + metaIN.Emission = l.Emission; + #if _USESPECULAR + metaIN.SpecularColor = l.Specular; + #endif + + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithSTS_BiRP.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithSTS_BiRP.shader.meta new file mode 100644 index 000000000..ff8a36d44 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/BiRP/TheToonShader_WithSTS_BiRP.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 8686aecb49901f34daa797ae4fd4ac89 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/BiRP/TheToonShader_WithSTS_BiRP.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP.meta new file mode 100644 index 000000000..0aa58d3e1 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ee7752e319360304db4537b2c5c0a84d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020.meta new file mode 100644 index 000000000..eb5ee0969 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d9fbac72fa4a01f4ea8e7e295b0f428d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader new file mode 100644 index 000000000..34389f442 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader @@ -0,0 +1,9218 @@ +Shader "TheToonShader/URP/2020/TheToonShader_WithOutline_WithSTS" +{ + Properties + { + [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF + + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #define SHADER_PASS SHADERPASS_FORWARD + #define SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + InputData inputData; + + 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 + + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + #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)); + inputData.shadowMask = mulColor; + #endif + #endif + + float4 color = half4(l.Albedo, l.Alpha); + + specular = l.Specular; + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d); + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + ChainFinalColorForward(l, d, color); + return color; + + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS_SHADOWCASTER + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define SHADERPASS_DEPTHONLY + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + Cull Off + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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" + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return float4(PackNormalOctRectEncode(TransformWorldToViewDir(d.worldSpaceNormal, true)), 0.0, 0.0); + + } + + ENDHLSL + + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + float4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + + half _DissolveMethod; + half _DissolveTexSpace; +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#else + #include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#endif + +struct v2f +{ + float4 pos : POSITION; + + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 screenPos : TEXCOORD3; + nointerpolation float4 clipPos : TEXCOORD4; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +float3 ClipToWorldPos(float4 clipPos) +{ + #ifdef UNITY_REVERSED_Z + float3 ndc = clipPos.xyz / clipPos.w; + ndc = float3(ndc.x, ndc.y * _ProjectionParams.x, (1.0 - ndc.z) * 2.0 - 1.0); + float3 viewPos = mul(unity_CameraInvProjection, float4(ndc * clipPos.w, clipPos.w)).xyz; + #else + float3 viewPos = mul(unity_CameraInvProjection, clipPos); + #endif + return mul(unity_MatrixInvV, float4(viewPos, 1.0)).xyz; +} + +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + o.clipPos = clipPos; + + o.worldPos = ClipToWorldPos(clipPos); + o.worldNormal = TransformObjectToWorldNormal(v.normal); + o.screenPos = ComputeScreenPos(o.pos); + + return o; +} +half4 frag(v2f i) : COLOR +{ + + float4 albedo = _OutlineColor; + float3 emission = float3(0, 0, 0); + float alphaForClipping = 0; + float maxScreenParams = max(_ScreenParams.x, _ScreenParams.y); + float adjustmentValue = _OutlineWidth / maxScreenParams * i.clipPos.w * 2.0; + float radiusAdjustmentValue = adjustmentValue / _DissolveFallOff; + _CircleObstructionDestroyRadius -= radiusAdjustmentValue; + _ConeObstructionDestroyRadius -= radiusAdjustmentValue; + _CylinderObstructionDestroyRadius -= radiusAdjustmentValue; + _CurveObstructionDestroyRadius -= radiusAdjustmentValue; + + _FloorY += adjustmentValue; + if(_CeilingBlendMode == 0) + { + _CeilingY -= adjustmentValue; + } + else + { + _CeilingY += adjustmentValue; + + } + AddSeeThroughShaderToShader(albedo.xyz, emission, alphaForClipping, i.worldPos, i.worldNormal, i.screenPos); + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader.meta new file mode 100644 index 000000000..167957510 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 488c8ac92b1e0cd4185509b7aa3575f7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/2020/TheToonShader_WithOutline_WithSTS_URP2020.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithSTS_URP2020.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithSTS_URP2020.shader new file mode 100644 index 000000000..e7096b4b8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithSTS_URP2020.shader @@ -0,0 +1,8776 @@ +Shader "TheToonShader/URP/2020/TheToonShader_WithSTS" +{ + Properties + { + [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + 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 + #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF + + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #define SHADER_PASS SHADERPASS_FORWARD + #define SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + InputData inputData; + + 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 + + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + #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)); + inputData.shadowMask = mulColor; + #endif + #endif + + float4 color = half4(l.Albedo, l.Alpha); + + specular = l.Specular; + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d); + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + ChainFinalColorForward(l, d, color); + return color; + + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS_SHADOWCASTER + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define SHADERPASS_DEPTHONLY + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + Cull Off + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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" + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + float4 extraV2F0 : TEXCOORD12; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if !defined(LIGHTMAP_ON) + float3 sh : TEXCOORD9; + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + float4 fogFactorAndVertexLight : TEXCOORD10; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD11; + #endif + + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if _PASSSHADOW + float3 _LightDirection; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, _LightDirection)); + #if UNITY_REVERSED_Z + o.pos.z = min(o.pos.z, o.pos.w * UNITY_NEAR_CLIP_VALUE); + #else + o.pos.z = max(o.pos.z, o.pos.w * 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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); + #endif + + #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #if _BAKEDLIT + half3 vertexLight = 0; + #else + half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); + #endif + half fogFactor = ComputeFogFactor(o.pos.z); + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + 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 + + return float4(PackNormalOctRectEncode(TransformWorldToViewDir(d.worldSpaceNormal, true)), 0.0, 0.0); + + } + + ENDHLSL + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithSTS_URP2020.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithSTS_URP2020.shader.meta new file mode 100644 index 000000000..5b76516d8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2020/TheToonShader_WithSTS_URP2020.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: e885b2982824444479ff0104053bc193 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/2020/TheToonShader_WithSTS_URP2020.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021.meta new file mode 100644 index 000000000..95c723315 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a9dc1a15d94f5554ab101a4fc82f84d8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader new file mode 100644 index 000000000..1d813bfc4 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader @@ -0,0 +1,11092 @@ +Shader "TheToonShader/URP/2021/TheToonShader_WithOutline_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #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 + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + float4 color = half4(l.Albedo, l.Alpha); + + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + return color; + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + 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 + + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + float4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + + half _DissolveMethod; + half _DissolveTexSpace; +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#else + #include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#endif + +struct v2f +{ + float4 pos : POSITION; + + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 screenPos : TEXCOORD3; + nointerpolation float4 clipPos : TEXCOORD4; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +float3 ClipToWorldPos(float4 clipPos) +{ + #ifdef UNITY_REVERSED_Z + float3 ndc = clipPos.xyz / clipPos.w; + ndc = float3(ndc.x, ndc.y * _ProjectionParams.x, (1.0 - ndc.z) * 2.0 - 1.0); + float3 viewPos = mul(unity_CameraInvProjection, float4(ndc * clipPos.w, clipPos.w)).xyz; + #else + float3 viewPos = mul(unity_CameraInvProjection, clipPos); + #endif + return mul(unity_MatrixInvV, float4(viewPos, 1.0)).xyz; +} + +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + o.clipPos = clipPos; + + o.worldPos = ClipToWorldPos(clipPos); + o.worldNormal = TransformObjectToWorldNormal(v.normal); + o.screenPos = ComputeScreenPos(o.pos); + + return o; +} +half4 frag(v2f i) : COLOR +{ + + float4 albedo = _OutlineColor; + float3 emission = float3(0, 0, 0); + float alphaForClipping = 0; + float maxScreenParams = max(_ScreenParams.x, _ScreenParams.y); + float adjustmentValue = _OutlineWidth / maxScreenParams * i.clipPos.w * 2.0; + float radiusAdjustmentValue = adjustmentValue / _DissolveFallOff; + _CircleObstructionDestroyRadius -= radiusAdjustmentValue; + _ConeObstructionDestroyRadius -= radiusAdjustmentValue; + _CylinderObstructionDestroyRadius -= radiusAdjustmentValue; + _CurveObstructionDestroyRadius -= radiusAdjustmentValue; + + _FloorY += adjustmentValue; + if(_CeilingBlendMode == 0) + { + _CeilingY -= adjustmentValue; + } + else + { + _CeilingY += adjustmentValue; + + } + AddSeeThroughShaderToShader(albedo.xyz, emission, alphaForClipping, i.worldPos, i.worldNormal, i.screenPos); + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader.meta new file mode 100644 index 000000000..5052d14f2 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 47a6cb016cd681c42b43e2e68209b9cc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/2021/TheToonShader_WithOutline_WithSTS_URP2021.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithSTS_URP2021.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithSTS_URP2021.shader new file mode 100644 index 000000000..b991c0296 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithSTS_URP2021.shader @@ -0,0 +1,10649 @@ +Shader "TheToonShader/URP/2021/TheToonShader_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + 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 + #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 + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + float4 color = half4(l.Albedo, l.Alpha); + + SurfaceData surface = (SurfaceData)0; + surface.albedo = l.Albedo; + surface.metallic = saturate(metallic); + surface.specular = specular; + surface.smoothness = 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 + + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + return color; + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + 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 + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithSTS_URP2021.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithSTS_URP2021.shader.meta new file mode 100644 index 000000000..068a058a6 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2021/TheToonShader_WithSTS_URP2021.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 234f46bb649c35f47b3f5cb4b1974f23 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/2021/TheToonShader_WithSTS_URP2021.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022.meta new file mode 100644 index 000000000..2d9346faf --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d62a9947386da1f49ae371237269cba7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader new file mode 100644 index 000000000..bc1b3bb66 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader @@ -0,0 +1,11137 @@ +Shader "TheToonShader/URP/2022/TheToonShader_WithOutline_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #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_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + half4 color = half4(l.Albedo, l.Alpha); + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + 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 + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + float4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + + half _DissolveMethod; + half _DissolveTexSpace; +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#else + #include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#endif + +struct v2f +{ + float4 pos : POSITION; + + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 screenPos : TEXCOORD3; + nointerpolation float4 clipPos : TEXCOORD4; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +float3 ClipToWorldPos(float4 clipPos) +{ + #ifdef UNITY_REVERSED_Z + float3 ndc = clipPos.xyz / clipPos.w; + ndc = float3(ndc.x, ndc.y * _ProjectionParams.x, (1.0 - ndc.z) * 2.0 - 1.0); + float3 viewPos = mul(unity_CameraInvProjection, float4(ndc * clipPos.w, clipPos.w)).xyz; + #else + float3 viewPos = mul(unity_CameraInvProjection, clipPos); + #endif + return mul(unity_MatrixInvV, float4(viewPos, 1.0)).xyz; +} + +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + o.clipPos = clipPos; + + o.worldPos = ClipToWorldPos(clipPos); + o.worldNormal = TransformObjectToWorldNormal(v.normal); + o.screenPos = ComputeScreenPos(o.pos); + + return o; +} +half4 frag(v2f i) : COLOR +{ + + float4 albedo = _OutlineColor; + float3 emission = float3(0, 0, 0); + float alphaForClipping = 0; + float maxScreenParams = max(_ScreenParams.x, _ScreenParams.y); + float adjustmentValue = _OutlineWidth / maxScreenParams * i.clipPos.w * 2.0; + float radiusAdjustmentValue = adjustmentValue / _DissolveFallOff; + _CircleObstructionDestroyRadius -= radiusAdjustmentValue; + _ConeObstructionDestroyRadius -= radiusAdjustmentValue; + _CylinderObstructionDestroyRadius -= radiusAdjustmentValue; + _CurveObstructionDestroyRadius -= radiusAdjustmentValue; + + _FloorY += adjustmentValue; + if(_CeilingBlendMode == 0) + { + _CeilingY -= adjustmentValue; + } + else + { + _CeilingY += adjustmentValue; + + } + AddSeeThroughShaderToShader(albedo.xyz, emission, alphaForClipping, i.worldPos, i.worldNormal, i.screenPos); + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader.meta new file mode 100644 index 000000000..c43554887 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 7955c05ce9d5ce84f8ceb945057e0da1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/2022/TheToonShader_WithOutline_WithSTS_URP2022.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithSTS_URP2022.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithSTS_URP2022.shader new file mode 100644 index 000000000..5bfe51666 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithSTS_URP2022.shader @@ -0,0 +1,10694 @@ +Shader "TheToonShader/URP/2022/TheToonShader_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + 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 + #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_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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)); + 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 + half4 color = half4(l.Albedo, l.Alpha); + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + #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_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 _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 3.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.core/ShaderLibrary/TextureStack.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + 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 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + 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 + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #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 + float4 extraV2F0 : TEXCOORD13; + #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 + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + 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; + o.texcoord3 = v.texcoord3; + 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); + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithSTS_URP2022.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithSTS_URP2022.shader.meta new file mode 100644 index 000000000..11caf4c6e --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/2022/TheToonShader_WithSTS_URP2022.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 571ea507db08a8c4d992d7ef2663f471 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/2022/TheToonShader_WithSTS_URP2022.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6.meta new file mode 100644 index 000000000..3e721317d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2f612e50b8070ba4791a543f128e1eca +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader new file mode 100644 index 000000000..fe6e5f53b --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader @@ -0,0 +1,13634 @@ +Shader "TheToonShader/URP/Unity6/TheToonShader_WithOutline_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _FORWARD_PLUS + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + float4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + + half _DissolveMethod; + half _DissolveTexSpace; +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#else + #include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#endif + +struct v2f +{ + float4 pos : POSITION; + + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 screenPos : TEXCOORD3; + nointerpolation float4 clipPos : TEXCOORD4; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +float3 ClipToWorldPos(float4 clipPos) +{ + #ifdef UNITY_REVERSED_Z + float3 ndc = clipPos.xyz / clipPos.w; + ndc = float3(ndc.x, ndc.y * _ProjectionParams.x, (1.0 - ndc.z) * 2.0 - 1.0); + float3 viewPos = mul(unity_CameraInvProjection, float4(ndc * clipPos.w, clipPos.w)).xyz; + #else + float3 viewPos = mul(unity_CameraInvProjection, clipPos); + #endif + return mul(unity_MatrixInvV, float4(viewPos, 1.0)).xyz; +} + +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + o.clipPos = clipPos; + + o.worldPos = ClipToWorldPos(clipPos); + o.worldNormal = TransformObjectToWorldNormal(v.normal); + o.screenPos = ComputeScreenPos(o.pos); + + return o; +} +half4 frag(v2f i) : COLOR +{ + + float4 albedo = _OutlineColor; + float3 emission = float3(0, 0, 0); + float alphaForClipping = 0; + float maxScreenParams = max(_ScreenParams.x, _ScreenParams.y); + float adjustmentValue = _OutlineWidth / maxScreenParams * i.clipPos.w * 2.0; + float radiusAdjustmentValue = adjustmentValue / _DissolveFallOff; + _CircleObstructionDestroyRadius -= radiusAdjustmentValue; + _ConeObstructionDestroyRadius -= radiusAdjustmentValue; + _CylinderObstructionDestroyRadius -= radiusAdjustmentValue; + _CurveObstructionDestroyRadius -= radiusAdjustmentValue; + + _FloorY += adjustmentValue; + if(_CeilingBlendMode == 0) + { + _CeilingY -= adjustmentValue; + } + else + { + _CeilingY += adjustmentValue; + + } + AddSeeThroughShaderToShader(albedo.xyz, emission, alphaForClipping, i.worldPos, i.worldNormal, i.screenPos); + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader.meta new file mode 100644 index 000000000..f02a185aa --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: f2d5ddc601574a74ab8a8f3da8b8b5e1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/Unity6/TheToonShader_WithOutline_WithSTS_URPUnity6.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader new file mode 100644 index 000000000..e189c2f06 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader @@ -0,0 +1,13190 @@ +Shader "TheToonShader/URP/Unity6/TheToonShader_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _FORWARD_PLUS + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + outColor = color; + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + FragmentOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader.meta new file mode 100644 index 000000000..e72e1c292 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 9b360270502ddd04d81fdb48cbc34ce2 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/Unity6/TheToonShader_WithSTS_URPUnity6.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3.meta new file mode 100644 index 000000000..0d2cda6cb --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc4eb9f6d579d8e4b8414c42983331c0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader new file mode 100644 index 000000000..6485ba00f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader @@ -0,0 +1,13632 @@ +Shader "TheToonShader/URP/Unity6_3/TheToonShader_WithOutline_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _CLUSTER_LIGHT_LOOP + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + + outColor = color; + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + GBufferFragOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return PackGBuffersBRDFData(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } +Pass +{ + Name"Outline" + Cull Front + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" +#endif + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + half _ShadingMode; + half _LightFunction; + + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + float4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + + half _DissolveMethod; + half _DissolveTexSpace; +#if UNITY_VERSION >= 202200 + #include_with_pragmas "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#else + #include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/ShaderCustomization/STS Handwritten Shader Extension/HandwrittenShaderExtension.hlsl" +#endif + +struct v2f +{ + float4 pos : POSITION; + + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 screenPos : TEXCOORD3; + nointerpolation float4 clipPos : TEXCOORD4; +}; + +struct vdata +{ + float4 vertex : POSITION; + float3 normal : NORMAL; +}; +float3 ClipToWorldPos(float4 clipPos) +{ + #ifdef UNITY_REVERSED_Z + float3 ndc = clipPos.xyz / clipPos.w; + ndc = float3(ndc.x, ndc.y * _ProjectionParams.x, (1.0 - ndc.z) * 2.0 - 1.0); + float3 viewPos = mul(unity_CameraInvProjection, float4(ndc * clipPos.w, clipPos.w)).xyz; + #else + float3 viewPos = mul(unity_CameraInvProjection, clipPos); + #endif + return mul(unity_MatrixInvV, float4(viewPos, 1.0)).xyz; +} + +v2f vert(vdata v) +{ + v2f o; + float4 clipPos = TransformObjectToHClip(v.vertex.xyz); + + if (_EnableOutline == 1) + { + float3 clipNormal = mul((float3x3) UNITY_MATRIX_VP, mul((float3x3) UNITY_MATRIX_M, v.normal)); + float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * _OutlineWidth * 2; + if(_OutlineConstantScreenWidth == 1) + { + offset *= clipPos.w; + } + + clipPos.xy += offset; + o.pos = clipPos; + } + else + { + o.pos = clipPos; + } + o.clipPos = clipPos; + + o.worldPos = ClipToWorldPos(clipPos); + o.worldNormal = TransformObjectToWorldNormal(v.normal); + o.screenPos = ComputeScreenPos(o.pos); + + return o; +} +half4 frag(v2f i) : COLOR +{ + + float4 albedo = _OutlineColor; + float3 emission = float3(0, 0, 0); + float alphaForClipping = 0; + float maxScreenParams = max(_ScreenParams.x, _ScreenParams.y); + float adjustmentValue = _OutlineWidth / maxScreenParams * i.clipPos.w * 2.0; + float radiusAdjustmentValue = adjustmentValue / _DissolveFallOff; + _CircleObstructionDestroyRadius -= radiusAdjustmentValue; + _ConeObstructionDestroyRadius -= radiusAdjustmentValue; + _CylinderObstructionDestroyRadius -= radiusAdjustmentValue; + _CurveObstructionDestroyRadius -= radiusAdjustmentValue; + + _FloorY += adjustmentValue; + if(_CeilingBlendMode == 0) + { + _CeilingY -= adjustmentValue; + } + else + { + _CeilingY += adjustmentValue; + + } + AddSeeThroughShaderToShader(albedo.xyz, emission, alphaForClipping, i.worldPos, i.worldNormal, i.screenPos); + + if (_EnableOutline == 0) + { + clip(-1); + return 1; + } + else + { + return _OutlineColor; + + } +} + ENDHLSL + +} + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader.meta new file mode 100644 index 000000000..56e245de9 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 9a5b01a3d086bab4d9ad18fa4f4a7633 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/Unity6_3/TheToonShader_WithOutline_WithSTS_URPUnity6_3.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader new file mode 100644 index 000000000..4f115a7e8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader @@ -0,0 +1,13188 @@ +Shader "TheToonShader/URP/Unity6_3/TheToonShader_WithSTS" +{ + 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) = "" {} + _TheToonShaderIdentifier("_TheToonShaderIdentifier", Float) = 1.0 + _LightSource("Light Source", Float) = 0.0 + + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + [MaterialToggle] _EnableToonShading("Enable Toon Shading", Float) = 1.0 + + _ShadingFunction("Shading Mode", Float) = 0.0 + _GradientTex("Gradient Texture", 2D) = "white" {} + _GradientMode("Gradient Mode", Float) = 0.0 + _GradientBlending("Gradient Blending", Float) = 2.0 + _GradientBlendFactor ("Gradient Blend Factor", Range(0,1)) = 1.0 + _NumberOfCells ("Number Of Cells", int) = 2 + _CellTransitionSmoothness ("Cell Transition Smoothness", Range(0,1)) = 0.2 + [MaterialToggle] _SumLightsBeforePosterization("Sum Lights Before Posterization", Float) = 1.0 + [MaterialToggle] _ShadingUseLightColors("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableShadows("Enable Shadows", Float) = 1.0 + _CoreShadowColor("Core Shadow Color", Color) = (0,0,0,1) + _TerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _TerminatorWidth("Terminator Width", Range(0,1)) = 0.0 + _TerminatorSmoothness("Terminator Smoothness", Range(0,1)) = 0.0 + _FormShadowColor("Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _ShadingAffectedByNormalMap("Shadows Affect By NormalMap", Float) = 1.0 + + [MaterialToggle] _EnableCastShadows("Enable Cast Shadows", Float) = 1.0 + _CastShadowsStrength("Cast Shadows Strength", Range(0,1)) = 0.0 + _CastShadowsSmoothness ("Cast Shadows Smoothness", Range(0,1)) = 0.9 + _CastShadowColorMode("Cast Shadow Color Mode", Float) = 0.0 + _CastShadowColor("Cast Shadow Color", Color) = (0,0,0,1) + [MaterialToggle] _EnableSpecular("Enable Specular", Float) = 0.0 + _SpecularBlending("Specular Blending", Float) = 1.0 + _SpecularColor("Specular Color", Color) = (1,1,0,1) + _SpecularSize("Specular Size", Range(0,1)) = 0.0 + _SpecularSmoothness ("Specular Smoothness", Range(0,1)) = 0.0 + _SpecularOpacity ("Specular Opacity", Range(0,1)) = 1.0 + [MaterialToggle] _SpecularAffectedByNormalMap ("Specular Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _SpecularUseLightColors ("Use Light Colors", Float) = 1.0 + [MaterialToggle] _EnableRim("Enable Rim", Float) = 0.0 + _RimBlending("Rim Blending", Float) = 0.0 + _RimColor("Rim Color", Color) = (1,0,0,1) + _RimSize("Rim Size", Range(0,1)) = 0.4 + _RimSmoothness ("Rim Smoothness", Range(0,1)) = 0.0 + _RimOpacity ("Rim Opacity", Range(0,1)) = 1.0 + _RimAffectedArea ("Rim Affected Area", Float) = 1.0 + [MaterialToggle] _RimAffectedByNormalMap ("Rim Affected By NormalMap", Float) = 1.0 + [MaterialToggle] _EnableStyling ("Enable Shading Styling", float) = 0.0 + + [MaterialToggle] _EnableStylingDistanceFade("_EnableStylingDistanceFade", Float) = 0.0 + _StylingDFStartingDistance("_StylingDFStartingDistance", Float) = 0.0 + _StylingDFFalloff("_StylingDFFalloff", Float) = 0.0 + [MaterialToggle] _StylingAdjustDistanceFadeValue("_StylingAdjustDistanceFadeValue", Float) = 0.0 + _StylingDistanceFadeValue("_StylingDistanceFadeValue", Range(0,1)) = 0.0 + [MaterialToggle] _HatchingAffectedByNormalMap("Affected by NormalMap", Float) = 0.0 + [MaterialToggle] _EnableAntiAliasing("Enable Anti-Aliasing", Float) = 1.0 + [MaterialToggle] _EnableShadingStyling ("Enable Shading Styling", float) = 1.0 + _StylingShadingSyncWithOtherStyling("_StylingShadingSyncWithOtherStyling", Float) = 0.0 + + _StylingColor("Styling Color", Color) = (0,0,0,1) + _ShadingStyle("Shading Style", Float) = 0.0 + [MaterialToggle] _SyncWithLightPartitioning("Sync With Light Partitioning", Float) = 0.0 + _NumberOfCellsHatching ("Number Of Cells", int) = 2 + _StylingTerminatorPosition("Terminator Position", Range(-1,1)) = 0.0 + _StylingOvermodelingFactor("Overmodeling Factor", Range(0,1)) = 0.0 + _StylingShadingBlending("Shading Styling Blending", Float) = 0.0 + [MaterialToggle] _StylingShadingIsInverted("Shading Styling is inverted", Float) = 0.0 + _DrawSpace("Draw Space", Float) = 1.0 + + _UVSet("UV Set", Float) = 0 + + [MaterialToggle] _SSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _AnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _CoordinateSystem("Coordinate System", Float) = 0.0 + _PolarCenterMode("Polar Center Mode", Float) = 0.0 + _PolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingShadingDensity("Hatching Density", Float) = 30.0 + _StylingShadingInitialDirection("Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingShadingRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingShadingHalftonesOffset("Styling Shading HalftonesOffset", Range(0,1)) = 1 + _StylingShadingThicknessControl("Hatching Thickness Control", Float) = 0.0 + _StylingShadingThickness("Hatching Thickness", Range(0,1)) = 0.9 + _StylingShadingOpacity("Hatching Opacity", Range(0,1)) = 1.0 + _StylingShadingOpacityFalloff("Hatching Opacity Falloff", Range(0,1)) = 0.0 + _StylingShadingThicknessFalloff("Hatching Thickness Falloff", Range(0,1)) = 0.5 + _StylingShadingHardness("Hatching Hardness", Range(0,1)) = 0.9 + _StylingShadingHalftonesRoundness("_StylingShadingHalftonesRoundness", Range(0,1)) = 1 + _StylingShadingHalftonesRoundnessFalloff("_StylingShadingHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingShadingEnableDashes("_StylingShadingEnableDashes", Float) = 0.0 + _StylingShadingDashesSize("_StylingShadingDashesSize", Range(0,1)) = 0.5 + _StylingShadingDashesUseHatchingDensity("_StylingShadingDashesUseHatchingDensity", Float) = 1.0 + _StylingShadingDashesDensity("_StylingShadingDashesDensity", Float) = 30.0 + _StylingShadingDashesRoundness("_StylingShadingDashesRoundness", Range(0,1)) = 1.0 + _StylingShadingDashesType("_StylingShadingDashesType", Float) = 0.0 + _StylingShadingDashesOffset("_StylingShadingDashesOffset", Range(0,1)) = 0.0 + + _StylingShadingDashesTransitionPosition("_StylingShadingDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingShadingDashesTransitionSoftness("_StylingShadingDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableShadingRandomizer("_EnableShadingRandomizer", Float) = 0.0 + _ShadingNoise1Size ("_ShadingNoise1Size", Range(0,10)) = 1.0 + _ShadingNoise1Seed ("_ShadingNoise1Seed", Float) = 1.0 + _ShadingNoise2Seed ("_ShadingNoise2Seed", Float) = 1.0 + _NoiseIntensity ("_NoiseIntensity", Range(0,5)) = 0.0 + _SpacingRandomMode("SpacingRandomMode", Float) = 0.0 + _SpacingRandomIntensity ("_SpacingRandomIntensity", Range(0,1)) = 0.0 + _OpacityRandomMode("_OpacityRandomMode", Float) = 0.0 + _OpacityRandomIntensity ("_OpacityRandomIntensity", Range(0,1)) = 0.0 + _HardnessRandomMode("_HardnessRandomMode", Float) = 0.0 + _HardnessRandomIntensity ("_HardnessRandomIntensity", Range(0,1)) = 0.0 + _LengthRandomMode("_LengthRandomMode", Float) = 0.0 + _LengthRandomIntensity ("_LengthRandomIntensity", Range(0,1)) = 0.0 + _ThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _ThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + _EnableCastShadowsStyling ("Enable Cast Shadows Styling", Float) = 1.0 + _StylingCastShadowsSyncWithOtherStyling("_StylingCastShadowsSyncWithOtherStyling", Float) = 1.0 + + _StylingCastShadowsColor("_StylingCastShadowsColor", Color) = (0,0,0,1) + _CastShadowsStyle ("Cast Shadows Style", Float) = 0.0 + _CastShadowsNumberOfCellsHatching ("_CastShadowsNumberOfCellsHatching", int) = 1 + _StylingCastShadowsSmoothness ("_StylingCastShadowsSmoothness", Range(0,1)) = 1.0 + _StylingCastShadowsBlending("_StylingCastShadowsBlending", Float) = 0.0 + [MaterialToggle] _StylingCastShadowsIsInverted("Cast Shadows Styling is inverted", Float) = 0.0 + _CastShadowsDrawSpace("Cast Shadows Draw Space", Float) = 1.0 + _CastShadowsUVSet("UV Set", Float) = 0 + [MaterialToggle] _CastShadowsSSCameraDistanceScaled("Cast Shadows Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _CastShadowsAnchorSSToObjectsOrigin("Cast Shadows Anchor to Object's Origin", Float) = 1.0 + _CastShadowsCoordinateSystem("Cast Shadows Coordinate System", Float) = 0.0 + _CastShadowsPolarCenterMode("Cast Shadows Polar Center Mode", Float) = 0.0 + _CastShadowsPolarCenter ("Cast Shadows Polar Center", Vector) = (0, 0, 0, 1) + _StylingCastShadowsDensity("Cast Shadows Hatching Density", Float) = 30.0 + _StylingCastShadowsInitialDirection("Cast Shadows Hatching Initial Direction", Range(0,360)) = 45 + [IntRange] _StylingCastShadowsRotationBetweenCells("Hatching Rotation Between Cells", Range(-180,180)) = 30 + _StylingCastShadowsHalftonesOffset("Styling Cast Shadows HalftonesOffset", Range(0,1)) = 1 + _StylingCastShadowsOpacity("_StylingCastShadowsOpacity", Range(0,1)) = 1.0 + _StylingCastShadowsOpacityFalloff("_StylingCastShadowsOpacityFalloff", Range(0,1)) = 0.0 + _StylingCastShadowsThicknessControl("_StylingCastShadowsThicknessControl", Float) = 0.0 + _StylingCastShadowsThickness("_StylingCastShadowsThickness", Range(0,1)) = 0.8 + _StylingCastShadowsThicknessFalloff("_StylingCastShadowsThicknessFalloff", Range(0,1)) = 0.1 + _StylingCastShadowsHardness("_StylingCastShadowsHardness", Range(0,1)) = 0.9 + _StylingCastShadowsHalftonesRoundness("_StylingCastShadowsHalftonesRoundness", Range(0,1)) = 1 + _StylingCastShadowsHalftonesRoundnessFalloff("_StylingCastShadowsHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingCastShadowsEnableDashes("_StylingCastShadowsEnableDashes", Float) = 0.0 + _StylingCastShadowsDashesSize("_StylingCastShadowsDashesSize", Range(0,1)) = 0.5 + _StylingCastShadowsDashesUseHatchingDensity("_StylingCastShadowsDashesUseHatchingDensity", Float) = 1.0 + _StylingCastShadowsDashesDensity("_StylingCastShadowsDashesDensity", Float) = 30.0 + _StylingCastShadowsDashesRoundness("_StylingCastShadowsDashesRoundness", Range(0,1)) = 1.0 + _StylingCastShadowsDashesType("_StylingCastShadowsDashesType", Float) = 0.0 + _StylingCastShadowsDashesOffset("_StylingCastShadowsDashesOffset", Range(0,1)) = 0.0 + + _StylingCastShadowsDashesTransitionPosition("_StylingCastShadowsDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingCastShadowsDashesTransitionSoftness("_StylingCastShadowsDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableCastShadowsRandomizer("_EnableCastShadowsRandomizer", Float) = 0.0 + _CastShadowsNoise1Size ("_CastShadowsNoise1Size", Range(0,10)) = 1.0 + _CastShadowsNoise1Seed ("_CastShadowsNoise1Seed", Float) = 1.0 + _CastShadowsNoise2Seed ("_CastShadowsNoise2Seed", Float) = 1.0 + _CastShadowsNoiseIntensity ("_CastShadowsNoiseIntensity", Range(0,5)) = 0.0 + _CastShadowsSpacingRandomMode("_CastShadowsSpacingRandomMode", Float) = 0.0 + _CastShadowsSpacingRandomIntensity ("_CastShadowsSpacingRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsOpacityRandomMode("_CastShadowsOpacityRandomMode", Float) = 0.0 + _CastShadowsOpacityRandomIntensity ("_CastShadowsOpacityRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsHardnessRandomMode("_CastShadowsHardnessRandomMode", Float) = 0.0 + _CastShadowsHardnessRandomIntensity ("_CastShadowsHardnessRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsLengthRandomMode("_CastShadowsLengthRandomMode", Float) = 0.0 + _CastShadowsLengthRandomIntensity ("_CastShadowsLengthRandomIntensity", Range(0,1)) = 0.0 + _CastShadowsThicknessRandomMode("_CastShadowsThicknessRandomMode", Float) = 0.0 + _CastShadowsThicknesshRandomIntensity ("_CastShadowsThicknesshRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularStyling ("Enable Specular Styling", float) = 0.0 + _StylingSpecularSyncWithOtherStyling("_StylingSpecularSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithSpecular("_SyncWithSpecular", Float) = 1.0 + _StylingSpecularSize("_StylingSpecularSize", Range(0,1)) = 0.8 + _StylingSpecularSmoothness ("_StylingSpecularSmoothness", Range(0,1)) = 0.2 + + [MaterialToggle] _StylingSpecularCutOutShading ("_StylingSpecularCutOutShading", float) = 0.0 + [MaterialToggle] _StylingSpecularUseLightColors ("_StylingSpecularUseLightColors", float) = 0.0 + + _StylingSpecularColor("Styling Color", Color) = (1,1,0,1) + _SpecularStyle("Specular Style", Float) = 0.0 + _StylingSpecularBlending("_SpecularBlending", Float) = 0.0 + [MaterialToggle] _StylingSpecularIsInverted("Specular Styling is inverted", Float) = 0.0 + _SpecularDrawSpace("Draw Space", Float) = 1.0 + _SpecularUVSet("UV Set", Float) = 0 + [MaterialToggle] _SpecularSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _SpecularAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _SpecularCoordinateSystem("Coordinate System", Float) = 0.0 + _SpecularPolarCenterMode("Polar Center Mode", Float) = 0.0 + _SpecularPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingSpecularDensity("_StylingSpecularDensity", Float) = 30.0 + _StylingSpecularRotation("_StylingSpecularRotation", Range(0,360)) = 0 + _StylingSpecularHalftonesOffset("_StylingSpecularHalftoneOffset", Range(0,1)) = 1 + _StylingSpecularOpacity("_StylingSpeculaOpacity", Range(0,1)) = 1.0 + _StylingSpecularOpacityFalloff("_StylingSpeculaOpacityFalloff", Range(0,1)) = 0.0 + _StylingSpecularThicknessControl("_StylingSpecularThicknessControl", Float) = 0.0 + _StylingSpecularThickness("_StylingSpecularThickness", Range(0,1)) = 0.8 + _StylingSpecularThicknessFalloff("_StylingSpecularThicknessFalloff", Range(0,1)) = 0.1 + _StylingSpecularHardness("_StylingSpeculaHardness", Range(0,1)) = 0.9 + _StylingSpecularHalftonesRoundness("_SpecularHalftoneRoundness", Range(0,1)) = 1 + _StylingSpecularHalftonesRoundnessFalloff("_SpecularHalftoneRoundnessFalloff", Range(0,1)) = 1 + _StylingSpecularEnableDashes("_StylingSpecularEnableDashes", Float) = 0.0 + _StylingSpecularDashesSize("_StylingSpecularDashesSize", Range(0,1)) = 0.5 + _StylingSpecularDashesUseHatchingDensity("_StylingSpecularDashesUseHatchingDensity", Float) = 1.0 + _StylingSpecularDashesDensity("_StylingSpecularDashesDensity", Float) = 30.0 + _StylingSpecularDashesRoundness("_StylingSpecularDashesRoundness", Range(0,1)) = 1.0 + _StylingSpecularDashesType("_StylingSpecularDashesType", Float) = 0.0 + _StylingSpecularDashesOffset("_StylingSpecularDashesOffset", Range(0,1)) = 0.0 + + _StylingSpecularDashesTransitionPosition("_StylingSpecularDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingSpecularDashesTransitionSoftness("_StylingSpecularDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableSpecularRandomizer("_EnableSpecularRandomizer", Float) = 0.0 + _SpecularNoise1Size ("_SpecularNoise1Size", Range(0,10)) = 1.0 + _SpecularNoise1Seed ("_SpecularNoise1Seed", Float) = 1.0 + _SpecularNoise2Seed ("_SpecularNoise2Seed", Float) = 1.0 + _SpecularNoiseIntensity ("_SpecularNoiseIntensity", Range(0,5)) = 0.0 + _SpecularSpacingRandomMode("_SpecularSpacingRandomMode", Float) = 0.0 + _SpecularSpacingRandomIntensity ("_SpecularSpacingRandomIntensity", Range(0,1)) = 0.0 + _SpecularOpacityRandomMode("_SpecularOpacityRandomMode", Float) = 0.0 + _SpecularOpacityRandomIntensity ("_SpecularOpacityRandomIntensity", Range(0,1)) = 0.0 + _SpecularHardnessRandomMode("_SpecularHardnessRandomMode", Float) = 0.0 + _SpecularHardnessRandomIntensity ("_SpecularHardnessRandomIntensity", Range(0,1)) = 0.0 + _SpecularLengthRandomMode("_SpecularLengthRandomMode", Float) = 0.0 + _SpecularLengthRandomIntensity ("_SpecularLengthRandomIntensity", Range(0,1)) = 0.0 + _SpecularThicknessRandomMode("_ThicknessRandomMode", Float) = 0.0 + _SpecularThicknesshRandomIntensity ("_HatchingSpacingRandomIntensity", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimStyling ("Enable Shading Styling", float) = 0.0 + _StylingRimSyncWithOtherStyling("_StylingRimSyncWithOtherStyling", Float) = 0.0 + [MaterialToggle] _SyncWithRim("_SyncWithRim", Float) = 1.0 + _StylingRimSize("_StylingRimSize", Range(0,1)) = 0.1 + _StylingRimSmoothness ("_StylingRimSmoothness", Range(0,1)) = 0.3 + _StylingRimAffectedArea ("Rim Affected Area", Float) = 2.0 + + _StylingRimColor("_StylingRimColor", Color) = (0,0,1,1) + _RimStyle("Rim Style", Float) = 0.0 + _StylingRimBlending("_RimBlending", Float) = 0.0 + [MaterialToggle] _StylingRimIsInverted("Rim Styling is inverted", Float) = 0.0 + _RimDrawSpace("Draw Space", Float) = 0.0 + _RimUVSet("UV Set", Float) = 0 + [MaterialToggle] _RimSSCameraDistanceScaled("Scale by Camera Distance", Float) = 1.0 + [MaterialToggle] _RimAnchorSSToObjectsOrigin("Anchor to Object's Origin", Float) = 1.0 + _RimCoordinateSystem("Coordinate System", Float) = 0.0 + _RimPolarCenterMode("Polar Center Mode", Float) = 0.0 + _RimPolarCenter ("Polar Center", Vector) = (0, 0, 0, 1) + _StylingRimDensity("_StylingRimDensity", Float) = 30.0 + _StylingRimRotation("_StylingRimRotation", Range(0,360)) = 0 + _StylingRimHalftonesOffset("_StylingRimHalftonesOffset", Range(0,1)) = 1 + _StylingRimThicknessControl("_StylingRimThicknessControl", Float) = 0.0 + _StylingRimThickness("_StylingRimThickness", Range(0,1)) = 0.8 + _StylingRimThicknessFalloff("_StylingRimThicknessFalloff", Range(0,1)) = 0.1 + _StylingRimOpacity("_StylingRimOpacity", Range(0,1)) = 1.0 + _StylingRimOpacityFalloff("_StylingRimOpacityFalloff", Range(0,1)) = 0.0 + _StylingRimHardness("_StylingRimHardness", Range(0,1)) = 0.9 + _StylingRimHalftonesRoundness("_StylingRimHalftonesRoundness", Range(0,1)) = 1 + _StylingRimHalftonesRoundnessFalloff("_StylingRimHalftonesRoundnessFalloff", Range(0,1)) = 1 + _StylingRimEnableDashes("_StylingRimEnableDashes", Float) = 0.0 + _StylingRimDashesSize("_StylingRimDashesSize", Range(0,1)) = 0.5 + _StylingRimDashesUseHatchingDensity("_StylingRimDashesUseHatchingDensity", Float) = 1.0 + _StylingRimDashesDensity("_StylingRimDashesDensity", Float) = 30.0 + _StylingRimDashesRoundness("_StylingRimDashesRoundness", Range(0,1)) = 1.0 + _StylingRimDashesType("_StylingRimDashesType", Float) = 0.0 + _StylingRimDashesOffset("_StylingRimDashesOffset", Range(0,1)) = 0.0 + + _StylingRimDashesTransitionPosition("_StylingRimDashesTransitionPosition", Range(0,1)) = 0.5 + _StylingRimDashesTransitionSoftness("_StylingRimDashesTransitionSoftness", Range(0,1)) = 0.0 + [MaterialToggle] _EnableRimRandomizer("_EnableRimRandomizer", Float) = 0.0 + _RimNoise1Size ("_RimNoise1Size", Range(0,1)) = 1.0 + _RimNoise1Seed ("_RimNoise1Seed", Float) = 1.0 + _RimNoise2Seed ("_RimNoise2Seed", Float) = 1.0 + _RimNoiseIntensity ("_RimNoiseIntensity", Range(0,5)) = 0.0 + _RimSpacingRandomMode("_RimSpacingRandomMode", Float) = 0.0 + _RimSpacingRandomIntensity ("_RimSpacingRandomIntensity", Range(0,1)) = 0.0 + _RimOpacityRandomMode("_RimOpacityRandomMode", Float) = 0.0 + _RimOpacityRandomIntensity ("_RimOpacityRandomIntensity", Range(0,1)) = 0.0 + _RimHardnessRandomMode("_RimHardnessRandomMode", Float) = 0.0 + _RimHardnessRandomIntensity ("_RimHardnessRandomIntensity", Range(0,1)) = 0.0 + _RimLengthRandomMode("_RimLengthRandomMode", Float) = 0.0 + _RimLengthRandomIntensity ("_RimLengthRandomIntensity", Range(0,1)) = 0.0 + _RimThicknessRandomMode("_RimThicknessRandomMode", Float) = 0.0 + _RimThicknesshRandomIntensity ("_RimThicknesshRandomIntensity", Range(0,1)) = 0.0 + _NoiseMap1("_NoiseMap1", 2D) = "white" {} + _NoiseMap2("_NoiseMap2", 2D) = "white" {} + + _NoiseTextureQuality("_NoiseTextureQuality", Float) = 0.0 + _HatchingCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + _HalftonePatternCameraDistanceFade("Camera Distance Fade", Float) = 0.0 + [MaterialToggle] _EnableOutline ("Enable Outline", Float) = 0.0 + _OutlineColor("Outline Color", Color) = (0,0,0,1) + _OutlineWidth("Outline Width", Range(1.5,200)) = 6 + _OutlineDepthOffset("Outline Depth Offset", Float) = 0.0 + [MaterialToggle] _OutlineConstantScreenWidth ("Enable Outline", Float) = 0.0 + // Commented out Curved World variable + // [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) + _ShadingMode("Shading Mode", Float) = 0.0 + _LightFunction("Light Function", Float) = 1.0 + [MainTexture] _BaseMap("Base Map", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) + + [MaterialToggle] _UseAlphaOnlyFromBaseMap("Use Alpha Only From BaseMap", Float) = 0.0 + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpScale("Normal Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission Map", 2D) = "white" {} + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) + _SpecGlossMap("Specular Map", 2D) = "white" {} + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 + _WorkflowMode("WorkflowMode", Float) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Detail Albedo Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo Map", 2D) = "linearGrey" {} + _DetailNormalMapScale("Detail Normal Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {} + _DissolveColor("Dissolve Color", Color) = (1,1,1,1) + _DissolveColorSaturation("Dissolve Color Saturation", Range(0,1)) = 1.0 + _DissolveEmission("Dissolve Emission", Range(0,1)) = 1.0 + [AbsoluteValue()] _DissolveEmissionBooster("Dissolve Emission Booster", float) = 1 + _DissolveTex("Dissolve Effect Texture", 2D) = "white" {} + + _DissolveMethod ("Dissolve Method", Float) = 0 + _DissolveTexSpace ("Dissolve Tex Space", Float) = 0 + [MaterialToggle] _CrossSectionEnabled("Cross-Section Enabled", float) = 0.0 + _CrossSectionColor("Cross-Section Color", Color) = (1,0,0,1) + + [MaterialToggle] _CrossSectionTextureEnabled("Cross-Section Texture Enabled", float) = 0.0 + _CrossSectionTexture("Cross-Section Texture", 2D) = "white" {} + _CrossSectionTextureScale ("Cross-Section Texture Scale", Float) = 1.0 + [MaterialToggle] _CrossSectionUVScaledByDistance("Scale UV by Camera Distance", Float) = 1.0 + [Enum(STSInteractionMode)] _InteractionMode ("Interaction Mode", Float) = 0 + [Enum(ObstructionMode)] _Obstruction ("Obstruction Mode", Float) = 0 + + _ObstructionPlayerOffset("Player Offset", Float) = 0.0 + _AngleStrength("Angle Obstruction Strength", Range(0,1)) = 1.0 + _ConeStrength ("Cone Obstruction Strength", Range(0,1)) = 1.0 + _ConeObstructionDestroyRadius ("Cone Obstruction Destroy Radius", float) = 10.0 + _CylinderStrength ("Cylinder Obstruction Strength", Range(0,1)) = 1.0 + _CylinderObstructionDestroyRadius ("Cylinder Obstruction Destroy Radius", float) = 10.0 + + _CircleStrength ("Circle Obstruction Strength", Range(0,1)) = 1.0 + _CircleObstructionDestroyRadius ("Circle Obstruction Destroy Radius", float) = 10.0 + + _CurveStrength ("Curve Obstruction Strength", Range(0,1)) = 1.0 + _CurveObstructionDestroyRadius ("Curve Obstruction Destroy Radius", float) = 10.0 + [HideInInspector] _ObstructionCurve("Obstruction Curve", 2D) = "white" {} + + _DissolveFallOff("Dissolve FallOff", Range(0,1)) = 0.0 + + _DissolveMask("Dissolve Mask", 2D) = "white" {} + _DissolveMaskEnabled("Use DissolveMask", float) = 0.0 + + _AffectedAreaPlayerBasedObstruction("_AffectedAreaPlayerBasedObstruction", float) = 0.0 + + _IntrinsicDissolveStrength("Intrinsic Dissolve Strength", Range(0,1)) = 0.0 + + [MaterialToggle] _PreviewMode("Preview Mode", float) = 0.0 + _PreviewIndicatorLineThickness("Indicator Line Thickness", Range(0.01,0.5)) = 0.04 + + [AbsoluteValue()] _UVs ("Dissolve Texture Scale", float) = 1.0 + [MaterialToggle] _hasClippedShadows("Has Clipped Shadows", Float) = 0 + [MaterialToggle] _Floor ("Floor", float) = 0.0 + [Enum(FloorMode)] _FloorMode ("Floor Mode", Float) = 0 + _FloorY ("FloorY", float) = 1.0 + _PlayerPosYOffset ("PlayerPos Y Offset", float) = 1.0 + _AffectedAreaFloor("_AffectedAreaFloor", float) = 0.0 + + [AbsoluteValue()] _FloorYTextureGradientLength ("FloorY Texture Gradient Length", float) = 0.1 + + [MaterialToggle] _AnimationEnabled("Animation Enabled", Float) = 1 + _AnimationSpeed("Animation Speed", Range(0,2)) = 1 + + [MaterialToggle] _IsReplacementShader ("hidden: _IsReplacementShader", Float) = 0 + + [HideInInspector] _RaycastMode ("hidden: _RaycastMode", Float) = 0 + [HideInInspector] _TriggerMode ("hidden: _TriggerMode", Float) = 0 + + [HideInInspector] _IsExempt ("_IsExempt", Float) = 0 + + [AbsoluteValue()] _TransitionDuration ("Transition Duration In Seconds", Float) = 2 + + [AbsoluteValue()] _DefaultEffectRadius ("Default Effect Radius",Float) = 25 + [MaterialToggle] _EnableDefaultEffectRadius("Enable Default Effect Radius", float) = 0.0 + + [HideInInspector] _numOfPlayersInside ("hidden: _numOfPlayersInside", Float) = 0 + [HideInInspector] _tValue ("hidden: _tValue", Float) = 0 + [HideInInspector] _tDirection ("hidden: _tDirection", Float) = 0 + [HideInInspector] _id ("hidden: _id", Float) = 0 + + [MaterialToggle] _TexturedEmissionEdge("Textured Emission Edge", float) = 1.0 + _TexturedEmissionEdgeStrength("Textured Emission Edge Strength", Range(0,1)) = 0.3 + + [MaterialToggle] _IsometricExclusion("Isometric Exclusion", float) = 0.0 + _IsometricExclusionDistance("Isometric Exclusion Distance", float) = 0.0 + _IsometricExclusionGradientLength("Isometric Exclusion Gradient Length", float) = 0.1 + + [MaterialToggle] _Ceiling ("Ceiling", float) = 0.0 + + [Enum(CeilingMode)] _CeilingMode ("Ceiling Mode", Float) = 0 + [Enum(CeilingBlendMode)] _CeilingBlendMode ("Blending Mode", Float) = 1.0 + _CeilingY ("CeilingY", float) = 1.0 + _CeilingPlayerYOffset ("PlayerPos Y Offset", float) = 1.0 + _CeilingYGradientLength ("CeilingY Gradient Length", float) = 0.1 + + [MaterialToggle] _Zoning("Zoning", float) = 0.0 + [Enum(ZoningMode)] _ZoningMode("Zoning Mode", Float) = 0.0 + _ZoningEdgeGradientLength ("Edge Gradient Length", float) = 0.1 + [MaterialToggle] _IsZoningRevealable ("Is Zoning Revealable", float) = 0.0 + [MaterialToggle] _SyncZonesWithFloorY ("Sync Zones With FloorY", float) = 0.0 + _SyncZonesFloorYOffset ("Sync Zones Floor YOffset", float) = 0.0 + + [MaterialToggle] _UseCustomTime ("_UseCustomTime", float) = 0.0 + [MaterialToggle] _isReferenceMaterial("Is Reference Material", float) = 0.0 + [HideInInspector] _ShowContentDissolveArea ("hidden: _ShowContentDissolveArea", Float) = 1 + [HideInInspector] _ShowContentInteractionOptionsArea ("hidden: _ShowContentInteractionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentObstructionOptionsArea ("hidden: _ShowContentObstructionOptionsArea", Float) = 1 + [HideInInspector] _ShowContentAnimationArea ("hidden: _ShowContentAnimationArea", Float) = 1 + [HideInInspector] _ShowContentZoningArea ("hidden: _ShowContentZoningArea", Float) = 1 + [HideInInspector] _ShowContentReplacementOptionsArea ("hidden: _ShowContentReplacementOptionsArea", Float) = 1 + [HideInInspector] _ShowContentDebugArea ("hidden: _ShowContentDebugArea", Float) = 1 + [MaterialToggle] _SyncCullMode ("_SyncCullMode", Float) = 0 + } + SubShader + { + Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } + Pass + { + Name "Universal Forward" + Tags + { + "LightMode" = "UniversalForwardOnly" + } + Cull Back + Blend One Zero + ZTest LEqual + ZWrite On + + Blend One Zero, One Zero +Cull Back +ZTest LEqual +ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #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 + #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_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #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 _ _CLUSTER_LIGHT_LOOP + #pragma multi_compile _ EVALUATE_SH_VERTEX + #pragma multi_compile _ EVALUATE_SH_MIXED + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define SHADER_PASS SHADERPASS_FORWARD + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define _PASSFORWARD 1 + #define _FOG_FRAGMENT 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include "Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl" + #if _UNLIT + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" + #endif + void Frag (VertexToPixel IN + , out half4 outColor : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + 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 + float3 specular = l.Specular; + float metallic = l.Metallic; + 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); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #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)); + 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 + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.pos, surface, inputData); + #endif + + half4 color = half4(l.Albedo, l.Alpha); + AddTheToonShader(color, inputData, surface, d, normalTS); + + #if !DISABLEFOG + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + + ChainFinalColorForward(l, d, color); + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + + outColor = color; + } + + ENDHLSL + + } + Pass + { + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + Blend One Zero + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_fog + #pragma instancing_options renderinglayer + #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_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW + #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM + #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #define _FOG_FRAGMENT 1 + + #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT + #define SHADERPASS SHADERPASS_GBUFFER + #define _PASSGBUFFER 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + GBufferFragOutput Frag (VertexToPixel IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 = 0; + #else + float3 specular = 0; + float metallic = l.Metallic; + #endif + + InputData inputData = (InputData)0; + inputData.positionCS = IN.pos; + 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(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(_OVERRIDE_BAKEDGI) + inputData.bakedGI = l.DiffuseGI; + l.Emission += l.SpecularGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + #if UNITY_VERSION >= 60000009 + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos.xy, IN.probeOcclusion, inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); + #endif + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + #endif + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); + + #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 + + #ifdef _DBUFFER + ApplyDecal(IN.pos, + l.Albedo, + specular, + inputData.normalWS, + metallic, + l.Occlusion, + l.Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + return PackGBuffersBRDFData(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); + } + + ENDHLSL + + } + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + #define _NORMAL_DROPOFF_TS 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define _PASSSHADOW 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + Blend One Zero, One Zero + Cull Back + ZTest LEqual + ZWrite On + ColorMask 0 + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + #define _PASSDEPTH 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_instancing + #if (!defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLES30)) + #pragma multi_compile _ DOTS_INSTANCING_ON + #endif + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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); + + #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE + LODFadeCrossFade(IN.pos); + #endif + + 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 + + return 0; + + } + + ENDHLSL + + } + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + Cull Off + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #define SHADERPASS SHADERPASS_META + #define _PASSMETA 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.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.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + 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" + } + Cull Back + ZTest LEqual + ZWrite On + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + #define _PASSDEPTH 1 + #define _PASSDEPTHNORMALS 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + #if _SIMPLELIT + #define _SPECULAR_COLOR + #endif + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + void Frag (VertexToPixel IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if NEED_FACING + , bool facing : SV_IsFrontFace + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade(IN.pos); + #endif + + 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); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 wsn = l.Normal; + #if !_WORLDSPACENORMAL + wsn = TangentToWorldSpace(d, l.Normal); + #endif + outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + + ENDHLSL + + } + Pass + { + Name "MotionVectors" + Tags + { + "LightMode" = "MotionVectors" + } + Cull Back + ZTest LEqual + ZWrite On + ColorMask RG + + Cull [_Cull] + HLSLPROGRAM + + #pragma vertex Vert + #pragma fragment Frag + + #define _PASSMOTIONVECTOR 1 + + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES30)) + #pragma target 3.0 +#else + #pragma target 4.5 +#endif + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define RAYTRACING_SHADER_GRAPH_DEFAULT + #define VARYINGS_NEED_PASS + #define _PASSMOTIONVECTOR 1 + #pragma shader_feature_local_fragment _SHADING_COLOR _SHADING_BLINNPHONG _SHADING_PBR + // Commented out Curved World defines + // #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE + // #define CURVEDWORLD_BEND_ID_1 + // #pragma shader_feature_local CURVEDWORLD_DISABLED_ON + // #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON + // #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _EMISSION + + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR + #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA + + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _OBSTRUCTION_CURVE + #pragma shader_feature_local_fragment _DISSOLVEMASK + #pragma shader_feature_local_fragment _ZONING + #pragma shader_feature_local_fragment _REPLACEMENT + #pragma shader_feature_local_fragment _PLAYERINDEPENDENT + #define _URP 1 +#define _USINGTEXCOORD1 1 +#define _USINGTEXCOORD2 1 +#define NEED_FACING 1 + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #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.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 + struct VertexToPixel + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + float4 texcoord0 : TEXCOORD3; + float4 texcoord1 : TEXCOORD4; + float4 texcoord2 : TEXCOORD5; + float4 texcoord3 : TEXCOORD6; + float4 screenPos : TEXCOORD7; + #if defined(LIGHTMAP_ON) + float2 lightmapUV : TEXCOORD8; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD9; + #endif + #if !defined(LIGHTMAP_ON) + float4 probeOcclusion : TEXCOORD8; + 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 + float4 extraV2F0 : TEXCOORD13; + #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 + + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float4 previousPositionCS : TEXCOORD21; + float4 positionCS : TEXCOORD22; + #endif + }; + struct Surface + { + half3 Albedo; + half Height; + half3 Normal; + half Smoothness; + half3 Emission; + half Metallic; + half3 Specular; + half Occlusion; + half SpecularPower; + half Alpha; + float outputDepth; + half SpecularOcclusion; + half SubsurfaceMask; + half Thickness; + half CoatMask; + half CoatSmoothness; + half Anisotropy; + half IridescenceMask; + half IridescenceThickness; + int DiffusionProfileHash; + float SpecularAAThreshold; + float SpecularAAScreenSpaceVariance; + float3 DiffuseGI; + float3 BackDiffuseGI; + float3 SpecularGI; + float ior; + float3 transmittanceColor; + float atDistance; + float transmittanceMask; + float4 ShadowMask; + float NormalAlpha; + float MAOSAlpha; + }; + struct Blackboard + { + float blackboardDummyData; + }; + struct ShaderData + { + float4 clipPos; + 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 + #endif + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 texcoord0 : TEXCOORD0; + #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 + float4 texcoord3 : TEXCOORD3; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD4; + #if defined (_ADD_PRECOMPUTED_VELOCITY) + float3 precomputedVelocity : TEXCOORD5; + #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; + float4 texcoord3 : TEXCOORD3; + float4 extraV2F0 : TEXCOORD5; + #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) + float3 previousPositionOS : TEXCOORD13; + #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); + } + #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(%GRABTEXTURE%); + SAMPLER(sampler_%GRABTEXTURE%); + #endif + + half3 GetSceneColor(float2 uv) + { + #if _STANDARD + return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, 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) + { + 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 + 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) + half _LightSource; + + half _ShadingMode; + half _LightFunction; + half _UseAlphaOnlyFromBaseMap; + half _EnableToonShading; + half _ShadingFunction; + int _NumberOfCells; + float _CellTransitionSmoothness; + half _RoundingMethod; + half _SumLightsBeforePosterization; + half _ShadingUseLightColors; + half _GradientMode; + half _GradientBlending; + float _GradientBlendFactor; + + float4 _GradientTex_TexelSize; + half _ShadingAffectedByNormalMap; + half _EnableShadows; + float4 _CoreShadowColor; + float _TerminatorPosition; + float _TerminatorWidth; + float _TerminatorSmoothness; + float4 _FormShadowColor; + + half _EnableCastShadows; + float _CastShadowsStrength; + float _CastShadowsSmoothness; + half _CastShadowColorMode; + float4 _CastShadowColor; + half _EnableSpecular; + half _SpecularBlending; + half4 _SpecularColor; + float _SpecularSize; + float _SpecularSmoothness; + float _SpecularOpacity; + half _SpecularAffectedByNormalMap; + half _SpecularUseLightColors; + half _EnableRim; + half _RimBlending; + float4 _RimColor; + float _RimSize; + float _RimSmoothness; + float _RimOpacity; + half _RimAffectedArea; + half _RimAffectedByNormalMap; + half _EnableStyling; + + half _EnableStylingDistanceFade; + float _StylingDFStartingDistance; + float _StylingDFFalloff; + half _StylingAdjustDistanceFadeValue; + float _StylingDistanceFadeValue; + half _HatchingAffectedByNormalMap; + half _EnableAntiAliasing; + float4 _NoiseTex2_TexelSize; + half _EnableShadingStyling; + half _StylingShadingSyncWithOtherStyling; + half _ShadingStyle; + half _SyncWithLightPartitioning; + half _NumberOfCellsHatching; + half _StylingTerminatorPosition; + float _StylingOvermodelingFactor; + half _StylingShadingBlending; + half _StylingShadingIsInverted; + half _DrawSpace; + + half _UVSet; + + half _SSCameraDistanceScaled; + half _AnchorSSToObjectsOrigin; + half _CoordinateSystem; + half _PolarCenterMode; + float4 _PolarCenter; + float _StylingShadingDensity; + float _StylingShadingInitialDirection; + float _StylingShadingRotationBetweenCells; + float _StylingShadingHalftonesOffset; + float4 _StylingColor; + float _StylingShadingOpacity; + float _StylingShadingOpacityFalloff; + float _StylingShadingThicknessControl; + float _StylingShadingThickness; + float _StylingShadingThicknessFalloff; + float _StylingShadingHardness; + float _StylingShadingHalftonesRoundness; + float _StylingShadingHalftonesRoundnessFalloff; + half _StylingShadingEnableDashes; + float _StylingShadingDashesSize; + half _StylingShadingDashesUseHatchingDensity; + float _StylingShadingDashesDensity; + float _StylingShadingDashesType; + float _StylingShadingDashesRoundness; + float _StylingShadingDashesOffset; + + float _StylingShadingDashesTransitionPosition; + float _StylingShadingDashesTransitionSoftness; + half _EnableShadingRandomizer; + float _ShadingNoise1Size; + float _ShadingNoise1Seed; + float _ShadingNoise2Seed; + float _NoiseIntensity; + half _SpacingRandomMode; + float _SpacingRandomIntensity; + half _OpacityRandomMode; + float _OpacityRandomIntensity; + half _LengthRandomMode; + float _LengthRandomIntensity; + half _HardnessRandomMode; + float _HardnessRandomIntensity; + half _ThicknessRandomMode; + float _ThicknesshRandomIntensity; + half _EnableCastShadowsStyling; + half _CastShadowsNumberOfCellsHatching; + float _StylingCastShadowsSmoothness; + half _StylingCastShadowsSyncWithOtherStyling; + half _CastShadowsStyle; + half _StylingCastShadowsBlending; + half _StylingCastShadowsIsInverted; + half _CastShadowsDrawSpace; + half _CastShadowsUVSet; + half _CastShadowsSSCameraDistanceScaled; + half _CastShadowsAnchorSSToObjectsOrigin; + half _CastShadowsCoordinateSystem; + half _CastShadowsPolarCenterMode; + float4 _CastShadowsPolarCenter; + float _StylingCastShadowsDensity; + float _StylingCastShadowsInitialDirection; + float _StylingCastShadowsRotationBetweenCells; + float _StylingCastShadowsHalftonesOffset; + float4 _StylingCastShadowsColor; + float _StylingCastShadowsOpacity; + float _StylingCastShadowsOpacityFalloff; + half _StylingCastShadowsThicknessControl; + float _StylingCastShadowsThickness; + float _StylingCastShadowsThicknessFalloff; + float _StylingCastShadowsHardness; + float _StylingCastShadowsHalftonesRoundness; + float _StylingCastShadowsHalftonesRoundnessFalloff; + half _StylingCastShadowsEnableDashes; + float _StylingCastShadowsDashesSize; + half _StylingCastShadowsDashesUseHatchingDensity; + float _StylingCastShadowsDashesDensity; + float _StylingCastShadowsDashesRoundness; + float _StylingCastShadowsDashesType; + float _StylingCastShadowsDashesOffset; + + float _StylingCastShadowsDashesTransitionPosition; + float _StylingCastShadowsDashesTransitionSoftness; + half _EnableCastShadowsRandomizer; + float _CastShadowsNoise1Size; + float _CastShadowsNoise1Seed; + float _CastShadowsNoise2Seed; + float _CastShadowsNoiseIntensity; + half _CastShadowsSpacingRandomMode; + float _CastShadowsSpacingRandomIntensity; + half _CastShadowsOpacityRandomMode; + float _CastShadowsOpacityRandomIntensity; + half _CastShadowsHardnessRandomMode; + float _CastShadowsHardnessRandomIntensity; + half _CastShadowsLengthRandomMode; + float _CastShadowsLengthRandomIntensity; + half _CastShadowsThicknessRandomMode; + float _CastShadowsThicknesshRandomIntensity; + half _EnableSpecularStyling; + half _SyncWithSpecular; + float _StylingSpecularSize; + float _StylingSpecularSmoothness; + half _StylingSpecularCutOutShading; + half _StylingSpecularUseLightColors; + half _StylingSpecularSyncWithOtherStyling; + half _SpecularStyle; + half _StylingSpecularBlending; + half _StylingSpecularIsInverted; + half _SpecularDrawSpace; + half _SpecularUVSet; + half _SpecularSSCameraDistanceScaled; + half _SpecularAnchorSSToObjectsOrigin; + half _SpecularCoordinateSystem; + half _SpecularPolarCenterMode; + float4 _SpecularPolarCenter; + float _StylingSpecularDensity; + float _StylingSpecularRotation; + float _StylingSpecularHalftonesOffset; + float4 _StylingSpecularColor; + float _StylingSpecularOpacity; + float _StylingSpecularOpacityFalloff; + float _StylingSpecularThicknessControl; + float _StylingSpecularThickness; + float _StylingSpecularThicknessFalloff; + float _StylingSpecularHardness; + float _StylingSpecularHalftonesRoundness; + float _StylingSpecularHalftonesRoundnessFalloff; + half _StylingSpecularEnableDashes; + float _StylingSpecularDashesSize; + half _StylingSpecularDashesUseHatchingDensity; + float _StylingSpecularDashesDensity; + float _StylingSpecularDashesRoundness; + float _StylingSpecularDashesType; + float _StylingSpecularDashesOffset; + + float _StylingSpecularDashesTransitionPosition; + float _StylingSpecularDashesTransitionSoftness; + float _EnableSpecularRandomizer; + float _SpecularNoise1Size; + float _SpecularNoise1Seed; + float _SpecularNoise2Seed; + float _SpecularNoiseIntensity; + half _SpecularSpacingRandomMode; + float _SpecularSpacingRandomIntensity; + half _SpecularOpacityRandomMode; + float _SpecularOpacityRandomIntensity; + half _SpecularLengthRandomMode; + float _SpecularLengthRandomIntensity; + half _SpecularHardnessRandomMode; + float _SpecularHardnessRandomIntensity; + half _SpecularThicknessRandomMode; + float _SpecularThicknesshRandomIntensity; + half _EnableRimStyling; + half _StylingRimSyncWithOtherStyling; + half _SyncWithRim; + float _StylingRimSize; + float _StylingRimSmoothness; + half _StylingRimAffectedArea; + half _RimStyle; + half _StylingRimBlending; + half _StylingRimIsInverted; + half _RimDrawSpace; + half _RimUVSet; + half _RimSSCameraDistanceScaled; + half _RimAnchorSSToObjectsOrigin; + half _RimCoordinateSystem; + half _RimPolarCenterMode; + float4 _RimPolarCenter; + float _StylingRimDensity; + float _StylingRimRotation; + float _StylingRimHalftonesOffset; + float4 _StylingRimColor; + float _StylingRimOpacity; + float _StylingRimOpacityFalloff; + float _StylingRimThicknessControl; + float _StylingRimThickness; + float _StylingRimThicknessFalloff; + float _StylingRimHardness; + float _StylingRimHalftonesRoundness; + float _StylingRimHalftonesRoundnessFalloff; + half _StylingRimEnableDashes; + float _StylingRimDashesSize; + half _StylingRimDashesUseHatchingDensity; + float _StylingRimDashesDensity; + float _StylingRimDashesRoundness; + float _StylingRimDashesType; + float _StylingRimDashesOffset; + + float _StylingRimDashesTransitionPosition; + float _StylingRimDashesTransitionSoftness; + float _EnableRimRandomizer; + float _RimNoise1Size; + float _RimNoise1Seed; + float _RimNoise2Seed; + float _RimNoiseIntensity; + half _RimSpacingRandomMode; + float _RimSpacingRandomIntensity; + half _RimOpacityRandomMode; + float _RimOpacityRandomIntensity; + half _RimLengthRandomMode; + float _RimLengthRandomIntensity; + half _RimHardnessRandomMode; + float _RimHardnessRandomIntensity; + half _RimThicknessRandomMode; + float _RimThicknesshRandomIntensity; + half4 _OutlineColor; + half _OutlineWidth; + half _EnableOutline; + half _OutlineConstantScreenWidth; + half4 _BaseColor; + float _BumpScale; + float4 _BaseMap_ST; + half _Cutoff; + half4 _EmissionColor; + half4 _SpecColor; + float _Smoothness; + float4 _DetailAlbedoMap_ST; + half _Metallic; + half _Parallax; + half _OcclusionStrength; + half _DetailAlbedoMapScale; + half _DetailNormalMapScale; +#if UNITY_VERSION < 202200 + float _AlphaToMaskAvailable; +#endif + float _SyncCullMode; + + float _IsReplacementShader; + float _TriggerMode; + float _RaycastMode; + float _IsExempt; + float _isReferenceMaterial; + float _InteractionMode; + + float _tDirection = 0; + float _numOfPlayersInside = 0; + float _tValue = 0; + float _id = 0; + half _TextureVisibility; + half _AngleStrength; + float _Obstruction; + half _ObstructionPlayerOffset; + + float _UVs; + float4 _ObstructionCurve_TexelSize; + float _DissolveMaskEnabled; + float4 _DissolveMask_TexelSize; + float4 _DissolveTex_TexelSize; + half4 _DissolveColor; + float _DissolveColorSaturation; + float _DissolveEmission; + float _DissolveEmissionBooster; + float _hasClippedShadows; + float _ConeStrength; + float _ConeObstructionDestroyRadius; + float _CylinderStrength; + float _CylinderObstructionDestroyRadius; + float _CircleStrength; + float _CircleObstructionDestroyRadius; + float _CurveStrength; + float _CurveObstructionDestroyRadius; + float _IntrinsicDissolveStrength; + float _DissolveFallOff; + float _AffectedAreaPlayerBasedObstruction; + float _PreviewMode; + float _PreviewIndicatorLineThickness; + float _AnimationEnabled; + float _AnimationSpeed; + float _DefaultEffectRadius; + float _EnableDefaultEffectRadius; + float _TransitionDuration; + float _TexturedEmissionEdge; + float _TexturedEmissionEdgeStrength; + float _IsometricExclusion; + float _IsometricExclusionDistance; + float _IsometricExclusionGradientLength; + float _Floor; + float _FloorMode; + float _FloorY; + float _FloorYTextureGradientLength; + float _PlayerPosYOffset; + float _AffectedAreaFloor; + float _Ceiling; + float _CeilingMode; + float _CeilingBlendMode; + float _CeilingY; + float _CeilingPlayerYOffset; + float _CeilingYGradientLength; + float _Zoning; + float _ZoningMode; + float _ZoningEdgeGradientLength; + float _IsZoningRevealable; + float _SyncZonesWithFloorY; + float _SyncZonesFloorYOffset; + + half _UseCustomTime; + + half _CrossSectionEnabled; + half4 _CrossSectionColor; + half _CrossSectionTextureEnabled; + float _CrossSectionTextureScale; + half _CrossSectionUVScaledByDistance; + half _DissolveMethod; + half _DissolveTexSpace; + CBUFFER_END + sampler2D _NoiseMap1; + sampler2D _NoiseMap2; + + sampler2D _HatchingMap; + sampler2D _GradientTex; + void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) + { + #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) + #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON + CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) + #else + CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) + #endif + #endif + float4x4 UnityObjectToClipPosMatrix = mul(GetWorldToHClipMatrix(), GetObjectToWorldMatrix()); + float4 pos = mul(UnityObjectToClipPosMatrix, v.vertex); + float4 objectOriginClipPos = mul(UnityObjectToClipPosMatrix, float4(0, 0, 0, 1)); + objectOriginClipPos.xy = clamp(objectOriginClipPos.xy, -1.0*objectOriginClipPos.w, 1.0*objectOriginClipPos.w); + float4 originScreenPos = ComputeScreenPos(objectOriginClipPos); + float2 originScreenUV = originScreenPos.xy/originScreenPos.w; + float4 screenPos = ComputeScreenPos(pos); + float2 uv = ((screenPos.xy) / screenPos.w); + float4 ssss = ComputeScreenPos(pos); + d.extraV2F0 = float4(originScreenUV,originScreenUV); + } + void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) + { + float2 test = d.texcoord1.xy; + test = d.texcoord2.xy; + test = d.texcoord3.xy; + + } + TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); + TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); + TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); + TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); + TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); + TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); + TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); + TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); + TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); + TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) + #define _DETAIL + #endif + + #if _SPECULAR_SETUP + #define _USESPECULAR 1 + #else + #undef _USESPECULAR + #endif + float SharpenAlphaMy(float alpha, float alphaClipTreshold) + { + return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5); + } +#if UNITY_VERSION < 202200 + half3 AlphaModulate(half3 albedo, half alpha) + { + #if defined(_ALPHAMODULATE_ON) + return lerp(half3(1.0, 1.0, 1.0), albedo, alpha); + #else + return albedo; + #endif + } + + #if defined(_ALPHATEST_ON) + bool IsAlphaToMaskAvailable() + { + return (_AlphaToMaskAvailable != 0.0); + } + half AlphaClip(half alpha, half cutoff) + { + half clippedAlpha = (alpha >= cutoff) ? float(alpha) : 0.0; + + half alphaToCoverageAlpha = SharpenAlphaMy(alpha, cutoff); + + alpha = IsAlphaToMaskAvailable() ? alphaToCoverageAlpha : clippedAlpha; + clip(alpha - 0.0001); + + return alpha; + } + #endif +#endif + #if UNITY_VERSION < 202220 + int _DebugSceneOverrideMode; + #endif + + bool IsAlphaDiscardEnabledMy() + { + #if defined(DEBUG_DISPLAY) + return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); + #else + return true; + #endif + } + half AlphaMy(half albedoAlpha, half4 color, half cutoff) + { + #if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) + half alpha = albedoAlpha * color.a; + #else + half alpha = color.a; + #endif + #ifdef _ALPHATEST_ON + if (IsAlphaDiscardEnabledMy()) + alpha = AlphaClip(alpha, cutoff); + #endif + + return alpha; + } + half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap)) + { + return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv)); + } + half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0)) + { + #ifdef _NORMALMAP + half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv); + #if BUMP_SCALE_NOT_SUPPORTED + return UnpackNormal(n); + #else + return UnpackNormalScale(n, scale); + #endif + #else + return half3(0.0h, 0.0h, 1.0h); + #endif + } +#if UNITY_VERSION < 202100 + half4 SampleSpecularSmoothnessMy(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM( specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = exp2(10 * alpha + 1); + #else + specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); + #endif + return specularSmoothness; + } +#else + + half4 SampleSpecularSmoothnessMy(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) + { + half4 specularSmoothness = half4(0, 0, 0, 1); + #ifdef _SPECGLOSSMAP + specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; + #elif defined(_SPECULAR_COLOR) + specularSmoothness = specColor; + #endif + + #ifdef _GLOSSINESS_FROM_BASE_ALPHA + specularSmoothness.a = alpha; + #endif + + return specularSmoothness; + } +#endif + half3 SampleEmissionMy(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap)) + { + #ifndef _EMISSION + return 0; + #else + return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor; + #endif + } + #ifndef BUILTIN_TARGET_API + half2 ParallaxOffset1Step(half height, half amplitude, half3 viewDirTS) + { + height = height * amplitude - amplitude / 2.0; + half3 v = normalize(viewDirTS); + v.z += 0.42; + return height * (v.xy / v.z); + } + #endif + + float2 ParallaxMapping(TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv) + { + half h = SAMPLE_TEXTURE2D(heightMap, sampler_heightMap, uv).g; + float2 offset = ParallaxOffset1Step(h, scale, viewDirTS); + return offset; + } + #ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) + #else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) + #endif + + half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) + { + half4 specGloss; + + #ifdef _METALLICSPECGLOSSMAP + specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif + #else + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif + #endif + + return specGloss; + } + + half SampleOcclusion(float2 uv) + { + #ifdef _OCCLUSIONMAP + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #else + return half(1.0); + #endif + } + half SampleOcclusionMy(float2 uv) + { + #ifdef _OCCLUSIONMAP + #if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + #else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); + #endif + #else + return 1.0; + #endif + } + half2 SampleClearCoat(float2 uv) + { + #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + + #if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; + #endif + + return clearCoatMaskSmoothness; + #else + return half2(0.0, 1.0); + #endif + } + + void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) + { + #if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); + #endif + } + + half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) + { + return half(2.0) * detailAlbedo * scale - scale + half(1.0); + } + + half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) + { + #if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + #if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); + #else + detailAlbedo = half(2.0) * detailAlbedo; + #endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); + #else + return albedo; + #endif + } + + half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) + { + #if defined(_DETAIL) + #if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); + #else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); + #endif + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #else + return normalTS; + #endif + } + void Ext_SurfaceFunction1 (inout Surface o, ShaderData d) + { + + float4 texcoords; + texcoords.xy = d.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float2 uv = texcoords.xy; + +#if _SHADING_BLINNPHONG || _SHADING_COLOR + half4 diffuseAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texcoords.xy); + o.Albedo = diffuseAlpha.rgb * _BaseColor.rgb; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(texcoords.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Alpha = diffuseAlpha.a; + o.Alpha = o.Alpha * _BaseColor.a; + AlphaDiscard(o.Alpha, _Cutoff); + half3 emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + o.Emission = emission; +#endif + + if(_ShadingMode == 1 && _LightFunction == 0 ) + { +#if _SHADING_BLINNPHONG + half4 specular = SampleSpecularSmoothnessMy(uv, o.Alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); + half smoothness = specular.a; + + o.Specular = specular; + o.Smoothness = smoothness; +#endif + + } + else if (_ShadingMode == 1 && _LightFunction == 1) + { +#if _SHADING_PBR + #if defined(_PARALLAXMAP) + ApplyPerPixelDisplacement(d.tangentSpaceViewDir, uv); + #endif + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + o.Alpha = AlphaMy(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + o.Albedo = albedoAlpha.rgb * _BaseColor.rgb; + o.Albedo = AlphaModulate(o.Albedo, o.Alpha); + #if _SPECULAR_SETUP + o.Metallic = half(1.0); + o.Specular = specGloss.rgb; + #else + o.Metallic = specGloss.r; + o.Specular = half3(0.0, 0.0, 0.0); + #endif + o.Smoothness = specGloss.a; + #if !_PASSFORWARD + if(_EnableToonShading == 0 || _ShadingAffectedByNormalMap == 1) + { + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + } + #else + o.Normal = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + #endif + o.Occlusion = SampleOcclusion(uv); + o.Emission = SampleEmissionMy(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + + #if defined(_DETAIL) + half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; + float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; + o.Albedo = ApplyDetailAlbedo(detailUv, o.Albedo, detailMask); + o.Normal = ApplyDetailNormal(detailUv, o.Normal, detailMask); + #endif + +#endif + } + + } + float _ArrayLength = 0; + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float4 _PlayersPosVectorArray[20]; + float _PlayersDataFloatArray[150]; + #else + float4 _PlayersPosVectorArray[100]; + float _PlayersDataFloatArray[500]; + #endif + #if _ZONING + #if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) + float _ZDFA[500]; + #else + float _ZDFA[1000]; + #endif + float _ZonesDataCount; + #endif + + float _STSCustomTime = 0; + #if _REPLACEMENT + half4 _DissolveColorGlobal; + float _DissolveColorSaturationGlobal; + float _DissolveEmissionGlobal; + float _DissolveEmissionBoosterGlobal; + float _TextureVisibilityGlobal; + float _ObstructionGlobal; + float _AngleStrengthGlobal; + float _ConeStrengthGlobal; + float _ConeObstructionDestroyRadiusGlobal; + float _CylinderStrengthGlobal; + float _CylinderObstructionDestroyRadiusGlobal; + float _CircleStrengthGlobal; + float _CircleObstructionDestroyRadiusGlobal; + float _CurveStrengthGlobal; + float _CurveObstructionDestroyRadiusGlobal; + float _DissolveFallOffGlobal; + float _AffectedAreaPlayerBasedObstructionGlobal; + float _IntrinsicDissolveStrengthGlobal; + float _PreviewModeGlobal; + float _UVsGlobal; + float _hasClippedShadowsGlobal; + float _FloorGlobal; + float _FloorModeGlobal; + float _FloorYGlobal; + float _PlayerPosYOffsetGlobal; + float _FloorYTextureGradientLengthGlobal; + float _AffectedAreaFloorGlobal; + float _AnimationEnabledGlobal; + float _AnimationSpeedGlobal; + float _DefaultEffectRadiusGlobal; + float _EnableDefaultEffectRadiusGlobal; + float _TransitionDurationGlobal; + float _TexturedEmissionEdgeGlobal; + float _TexturedEmissionEdgeStrengthGlobal; + float _IsometricExclusionGlobal; + float _IsometricExclusionDistanceGlobal; + float _IsometricExclusionGradientLengthGlobal; + float _CeilingGlobal; + float _CeilingModeGlobal; + float _CeilingBlendModeGlobal; + float _CeilingYGlobal; + float _CeilingPlayerYOffsetGlobal; + float _CeilingYGradientLengthGlobal; + float _ZoningGlobal; + float _ZoningModeGlobal; + float _ZoningEdgeGradientLengthGlobal; + float _IsZoningRevealableGlobal; + float _SyncZonesWithFloorYGlobal; + float _SyncZonesFloorYOffsetGlobal; + float4 _ObstructionCurveGlobal_TexelSize; + float4 _DissolveMaskGlobal_TexelSize; + float _DissolveMaskEnabledGlobal; + float _PreviewIndicatorLineThicknessGlobal; + half _UseCustomTimeGlobal; + + half _CrossSectionEnabledGlobal; + half4 _CrossSectionColorGlobal; + half _CrossSectionTextureEnabledGlobal; + float _CrossSectionTextureScaleGlobal; + half _CrossSectionUVScaledByDistanceGlobal; + + half _DissolveMethodGlobal; + half _DissolveTexSpaceGlobal; + half _ObstructionPlayerOffsetGlobal; + + float4 _DissolveTexGlobal_TexelSize; + #endif + #if _REPLACEMENT + sampler2D _DissolveTexGlobal; + #else + sampler2D _DissolveTex; + #endif + #if _REPLACEMENT + sampler2D _DissolveMaskGlobal; + #else + sampler2D _DissolveMask; + #endif + #if _REPLACEMENT + sampler2D _ObstructionCurveGlobal; + #else + sampler2D _ObstructionCurve; + #endif + + #if _REPLACEMENT + sampler2D _CrossSectionTextureGlobal; + #else + sampler2D _CrossSectionTexture; + #endif +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif + +#include "Packages/com.shadercrew.seethroughshader.core/Scripts/Shaders/xxSharedSTSDependencies/SeeThroughShaderFunction.hlsl" + void Ext_SurfaceFunction2 (inout Surface o, ShaderData d) + { + half3 albedo; + half3 emission; + float alphaForClipping; +#ifdef USE_UNITY_TEXTURE_2D_TYPE +#undef USE_UNITY_TEXTURE_2D_TYPE +#endif +#if _REPLACEMENT + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethodGlobal, _DissolveTexSpaceGlobal, + + _DissolveColorGlobal, _DissolveColorSaturationGlobal, _UVsGlobal, + _DissolveEmissionGlobal, _DissolveEmissionBoosterGlobal, _TexturedEmissionEdgeGlobal, _TexturedEmissionEdgeStrengthGlobal, + _hasClippedShadowsGlobal, + + _ObstructionGlobal, + _ObstructionPlayerOffsetGlobal, + _AngleStrengthGlobal, + _ConeStrengthGlobal, _ConeObstructionDestroyRadiusGlobal, + _CylinderStrengthGlobal, _CylinderObstructionDestroyRadiusGlobal, + _CircleStrengthGlobal, _CircleObstructionDestroyRadiusGlobal, + _CurveStrengthGlobal, _CurveObstructionDestroyRadiusGlobal, + _DissolveFallOffGlobal, + _DissolveMaskEnabledGlobal, + _AffectedAreaPlayerBasedObstructionGlobal, + _IntrinsicDissolveStrengthGlobal, + _DefaultEffectRadiusGlobal, _EnableDefaultEffectRadiusGlobal, + + _IsometricExclusionGlobal, _IsometricExclusionDistanceGlobal, _IsometricExclusionGradientLengthGlobal, + _CeilingGlobal, _CeilingModeGlobal, _CeilingBlendModeGlobal, _CeilingYGlobal, _CeilingPlayerYOffsetGlobal, _CeilingYGradientLengthGlobal, + _FloorGlobal, _FloorModeGlobal, _FloorYGlobal, _PlayerPosYOffsetGlobal, _FloorYTextureGradientLengthGlobal, _AffectedAreaFloorGlobal, + + _AnimationEnabledGlobal, _AnimationSpeedGlobal, + _TransitionDurationGlobal, + + _UseCustomTimeGlobal, + + _ZoningGlobal, _ZoningModeGlobal, _IsZoningRevealableGlobal, _ZoningEdgeGradientLengthGlobal, + _SyncZonesWithFloorYGlobal, _SyncZonesFloorYOffsetGlobal, + + _PreviewModeGlobal, + _PreviewIndicatorLineThicknessGlobal, + + _DissolveTexGlobal, + _DissolveMaskGlobal, + _ObstructionCurveGlobal, + + _DissolveTexGlobal_TexelSize, + _DissolveMaskGlobal_TexelSize, + _ObstructionCurveGlobal_TexelSize, + + albedo, emission, alphaForClipping); +#else + DoSeeThroughShading( o.Albedo, o.Normal, d.worldSpacePosition, d.worldSpaceNormal, d.screenPos, + + _numOfPlayersInside, _tDirection, _tValue, _id, + _TriggerMode, _RaycastMode, + _IsExempt, + + _DissolveMethod, _DissolveTexSpace, + + _DissolveColor, _DissolveColorSaturation, _UVs, + _DissolveEmission, _DissolveEmissionBooster, _TexturedEmissionEdge, _TexturedEmissionEdgeStrength, + _hasClippedShadows, + + _Obstruction, + _ObstructionPlayerOffset, + _AngleStrength, + _ConeStrength, _ConeObstructionDestroyRadius, + _CylinderStrength, _CylinderObstructionDestroyRadius, + _CircleStrength, _CircleObstructionDestroyRadius, + _CurveStrength, _CurveObstructionDestroyRadius, + _DissolveFallOff, + _DissolveMaskEnabled, + _AffectedAreaPlayerBasedObstruction, + _IntrinsicDissolveStrength, + _DefaultEffectRadius, _EnableDefaultEffectRadius, + + _IsometricExclusion, _IsometricExclusionDistance, _IsometricExclusionGradientLength, + _Ceiling, _CeilingMode, _CeilingBlendMode, _CeilingY, _CeilingPlayerYOffset, _CeilingYGradientLength, + _Floor, _FloorMode, _FloorY, _PlayerPosYOffset, _FloorYTextureGradientLength, _AffectedAreaFloor, + + _AnimationEnabled, _AnimationSpeed, + _TransitionDuration, + + _UseCustomTime, + + _Zoning, _ZoningMode , _IsZoningRevealable, _ZoningEdgeGradientLength, + _SyncZonesWithFloorY, _SyncZonesFloorYOffset, + + _PreviewMode, + _PreviewIndicatorLineThickness, + + _DissolveTex, + _DissolveMask, + _ObstructionCurve, + + _DissolveTex_TexelSize, + _DissolveMask_TexelSize, + _ObstructionCurve_TexelSize, + + albedo, emission, alphaForClipping); +#endif + o.Albedo = albedo; + o.Emission += emission; + + } + void Ext_FinalColorForward2 (Surface o, ShaderData d, inout half4 color) + { + #if _REPLACEMENT + DoCrossSection(_CrossSectionEnabledGlobal, + _CrossSectionColorGlobal, + _CrossSectionTextureEnabledGlobal, + _CrossSectionTextureGlobal, + _CrossSectionTextureScaleGlobal, + _CrossSectionUVScaledByDistanceGlobal, + d.isFrontFace, + d.screenPos, + color); + #else + DoCrossSection(_CrossSectionEnabled, + _CrossSectionColor, + _CrossSectionTextureEnabled, + _CrossSectionTexture, + _CrossSectionTextureScale, + _CrossSectionUVScaledByDistance, + d.isFrontFace, + d.screenPos, + color); + #endif + } + void ChainSurfaceFunction(inout Surface l, inout ShaderData d) + { + Ext_SurfaceFunction0(l, d); + Ext_SurfaceFunction1(l, d); + Ext_SurfaceFunction2(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); + d.time = time; + + Ext_ModifyVertex0(v, d); + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) + { + ExtraV2F d; + ZERO_INITIALIZE(ExtraV2F, d); + ZERO_INITIALIZE(Blackboard, d.blackboard); + d.extraV2F0 = v2p.extraV2F0; + v2p.extraV2F0 = d.extraV2F0; + } + + void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) + { + Ext_FinalColorForward2(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) + { + } +#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); + #if _HDRP + #else + #endif + d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); + 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; + d.texcoord3 = i.texcoord3; + d.isFrontFace = facing; + #if _HDRP + #else + #endif + d.screenPos = i.screenPos; + d.screenUV = (i.screenPos.xy / i.screenPos.w); + d.extraV2F0 = i.extraV2F0; + return d; + } + +#endif + #if defined(_PASSSHADOW) + float3 _LightDirection; + float3 _LightPosition; + #endif + + #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + + #define GetWorldToViewMatrix() _ViewMatrix + #define UNITY_MATRIX_I_V _InvViewMatrix + #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) + #define UNITY_MATRIX_I_P _InvProjMatrix + #define GetWorldToHClipMatrix() _ViewProjMatrix + #define UNITY_MATRIX_I_VP _InvViewProjMatrix + #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix + #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix + #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix + + void MotionVectorPositionZBias(VertexToPixel input) + { + #if UNITY_REVERSED_Z + input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; + #else + input.pos.z += unity_MotionVectorsParams.z * input.pos.w; + #endif + } + + #endif + 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 _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + VertexData previousMesh = v; + #endif + #if !_TESSELLATION_ON + ChainModifyVertex(v, o, _Time); + #endif + + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.texcoord3 = v.texcoord3; + float3 positionWS = TransformObjectToWorld(v.vertex.xyz); + float3 normalWS = TransformObjectToWorldNormal(v.normal); + float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); + o.worldPos = positionWS; + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + #if _PASSSHADOW + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); + #else + float3 lightDirectionWS = _LightDirection; + #endif + 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 + o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); + #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; + #if UNITY_VERSION >= 60000009 + OUTPUT_SH(o.worldNormal, o.sh); + #endif + #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 + OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); + #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 + + #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) + #if !defined(TESSELLATION_ON) + MotionVectorPositionZBias(o); + #endif + + o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + + if (!forceNoMotion) + { + #if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + const bool applyDeformation = false; + #else + const bool applyDeformation = true; + #endif + #else + const bool hasDeformation = unity_MotionVectorsParams.x == 1; + float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; + + #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) + const bool applyDeformation = true; + #else + const bool applyDeformation = hasDeformation; + #endif + #endif + #if defined(FEATURES_GRAPH_VERTEX) + if (applyDeformation) + previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); + else + previousPositionOS = previousMesh.positionOS; + + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + #endif + + #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) + ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); + #endif + #if defined (_ADD_PRECOMPUTED_VELOCITY) + previousPositionOS -= previousMesh.precomputedVelocity; + #endif + o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); + + #if defined(HAVE_VFX_MODIFICATION) + #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) + #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) + #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. + #endif + o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); + #else + #if VFX_WORLD_SPACE + const float3 previousPositionWS = previousPositionOS; + #else + const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; + #endif + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); + #endif + #else + o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); + #endif + } + #endif + + return o; + } + float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) + { + bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; + if (forceNoMotion) + return float2(0.0, 0.0); + float2 posNDC = posCS.xy * rcp(posCS.w); + float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); + + float2 velocity; + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); + float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); + velocity = (posUV - prevPosUV); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + } + else + #endif + { + velocity = (posNDC.xy - prevPosNDC.xy); + #if UNITY_UV_STARTS_AT_TOP + velocity.y = -velocity.y; + #endif + velocity.xy *= 0.5; + } + + return velocity; + } + + float4 Frag( + VertexToPixel input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); + return motionVector; + } + + ENDHLSL + } + } + CustomEditor "ShaderCrew.TheToonShader.TheToonShaderGUIEditor" +} diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader.meta new file mode 100644 index 000000000..1dd74338e --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS~/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 71053e6e9f8d52447a21f3dd5f3f8330 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/STS/URP/Unity6_3/TheToonShader_WithSTS_URPUnity6_3.shader + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies.meta new file mode 100644 index 000000000..caa3dbcc0 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 50bc4803b2552dd4fb21024561d81c51 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions.meta new file mode 100644 index 000000000..08ed2ed19 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b4ab8725136d83409ce376f193919e8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP.meta new file mode 100644 index 000000000..a382354e8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0ebdc6009ece3014ca719b3fc97875d3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc new file mode 100644 index 000000000..b0b49448d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc @@ -0,0 +1,205 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +#ifndef UNITY_PBS_LIGHTING_INCLUDED_TOON +#define UNITY_PBS_LIGHTING_INCLUDED_TOON + +#include "UnityShaderVariables.cginc" +#include "UnityStandardConfig.cginc" +#include "UnityLightingCommon.cginc" +#include "UnityGBuffer.cginc" +#include "UnityGlobalIllumination.cginc" + + +#include "UnityStandardBRDF_Toon.cginc" + + + +//------------------------------------------------------------------------------------- +// Default BRDF to use: +#if !defined (UNITY_BRDF_PBS_TOON) // allow to explicitly override BRDF in custom shader + // still add safe net for low shader models, otherwise we might end up with shaders failing to compile + #if SHADER_TARGET < 30 || defined(SHADER_TARGET_SURFACE_ANALYSIS) // only need "something" for surface shader analysis pass; pick the cheap one + #define UNITY_BRDF_PBS_TOON BRDF3_Unity_PBS_Toon + #elif defined(UNITY_PBS_USE_BRDF3) + #define UNITY_BRDF_PBS_TOON BRDF3_Unity_PBS_Toon + #elif defined(UNITY_PBS_USE_BRDF2) + #define UNITY_BRDF_PBS_TOON BRDF2_Unity_PBS_Toon + #elif defined(UNITY_PBS_USE_BRDF1) + #define UNITY_BRDF_PBS_TOON BRDF1_Unity_PBS_Toon + #else + #error something broke in auto-choosing BRDF + #endif +#endif + +////------------------------------------------------------------------------------------- +//// little helpers for GI calculation +//// CAUTION: This is deprecated and not use in Untiy shader code, but some asset store plugin still use it, so let here for compatibility + +//#if !defined (UNITY_BRDF_GI) +// #define UNITY_BRDF_GI BRDF_Unity_Indirect +//#endif + +//inline half3 BRDF_Unity_Indirect (half3 baseColor, half3 specColor, half oneMinusReflectivity, half smoothness, half3 normal, half3 viewDir, half occlusion, UnityGI gi) +//{ +// return half3(0,0,0); +//} + +//#define UNITY_GLOSSY_ENV_FROM_SURFACE(x, s, data) \ +// Unity_GlossyEnvironmentData g; \ +// g.roughness /* perceptualRoughness */ = SmoothnessToPerceptualRoughness(s.Smoothness); \ +// g.reflUVW = reflect(-data.worldViewDir, s.Normal); \ + + +//#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS +// #define UNITY_GI(x, s, data) x = UnityGlobalIllumination (data, s.Occlusion, s.Normal); +//#else +// #define UNITY_GI(x, s, data) \ +// UNITY_GLOSSY_ENV_FROM_SURFACE(g, s, data); \ +// x = UnityGlobalIllumination (data, s.Occlusion, s.Normal, g); +//#endif + +//// Surface shader output structure to be used with physically +//// based shading model. + +////------------------------------------------------------------------------------------- +//// Metallic workflow + +//struct SurfaceOutputStandard +//{ +// fixed3 Albedo; // base (diffuse or specular) color +// float3 Normal; // tangent space normal, if written +// half3 Emission; +// half Metallic; // 0=non-metal, 1=metal +// // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it. +// // Everywhere in the code you meet smoothness it is perceptual smoothness +// half Smoothness; // 0=rough, 1=smooth +// half Occlusion; // occlusion (default 1) +// fixed Alpha; // alpha for transparencies +//}; +inline half4 LightingStandard_Toon(SurfaceOutputStandard s, float3 viewDir, UnityGI gi, ToonShadingData toonShadingData) +{ + s.Normal = normalize(s.Normal); + + half oneMinusReflectivity; + half3 specColor; + s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, /*out*/specColor, /*out*/oneMinusReflectivity); + + // shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) + // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha + half outputAlpha; + s.Albedo = PreMultiplyAlpha(s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/outputAlpha); + + half4 c = UNITY_BRDF_PBS_TOON(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect, toonShadingData); + c.a = outputAlpha; + return c; +} + + + +//inline half4 LightingStandard_Deferred (SurfaceOutputStandard s, float3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2) +//{ +// half oneMinusReflectivity; +// half3 specColor; +// s.Albedo = DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); + +// half4 c = UNITY_BRDF_PBS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); + +// UnityStandardData data; +// data.diffuseColor = s.Albedo; +// data.occlusion = s.Occlusion; +// data.specularColor = specColor; +// data.smoothness = s.Smoothness; +// data.normalWorld = s.Normal; + +// UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); + +// half4 emission = half4(s.Emission + c.rgb, 1); +// return emission; +//} + +inline void LightingStandard_GI_Toon( + SurfaceOutputStandard s, + UnityGIInput data, + inout UnityGI gi, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1 && toonShadingData.shadingAffectByNormalMap == 0) + { + s.Normal = toonShadingData.normalWSNoMap; + } + + +#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); +#else + Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic)); + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g); +#endif +} + +////------------------------------------------------------------------------------------- +//// Specular workflow + +//struct SurfaceOutputStandardSpecular +//{ +// fixed3 Albedo; // diffuse color +// fixed3 Specular; // specular color +// float3 Normal; // tangent space normal, if written +// half3 Emission; +// half Smoothness; // 0=rough, 1=smooth +// half Occlusion; // occlusion (default 1) +// fixed Alpha; // alpha for transparencies +//}; + +//inline half4 LightingStandardSpecular (SurfaceOutputStandardSpecular s, float3 viewDir, UnityGI gi) +//{ +// s.Normal = normalize(s.Normal); + +// // energy conservation +// half oneMinusReflectivity; +// s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity); + +// // shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) +// // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha +// half outputAlpha; +// s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); + +// half4 c = UNITY_BRDF_PBS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); +// c.a = outputAlpha; +// return c; +//} + +//inline half4 LightingStandardSpecular_Deferred (SurfaceOutputStandardSpecular s, float3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2) +//{ +// // energy conservation +// half oneMinusReflectivity; +// s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity); + +// half4 c = UNITY_BRDF_PBS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); + +// UnityStandardData data; +// data.diffuseColor = s.Albedo; +// data.occlusion = s.Occlusion; +// data.specularColor = s.Specular; +// data.smoothness = s.Smoothness; +// data.normalWorld = s.Normal; + +// UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); + +// half4 emission = half4(s.Emission + c.rgb, 1); +// return emission; +//} + +//inline void LightingStandardSpecular_GI ( +// SurfaceOutputStandardSpecular s, +// UnityGIInput data, +// inout UnityGI gi) +//{ +//#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS +// gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); +//#else +// Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, s.Specular); +// gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g); +//#endif +//} + +#endif // UNITY_PBS_LIGHTING_INCLUDED diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc.meta new file mode 100644 index 000000000..896418241 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: edc9458448145664e976532f43127acd +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityPBSLighting_Toon.cginc + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc new file mode 100644 index 000000000..ad4c356c8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc @@ -0,0 +1,566 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +#ifndef UNITY_STANDARD_BRDF_INCLUDED_TOON +#define UNITY_STANDARD_BRDF_INCLUDED_TOON + +#include "UnityCG.cginc" +#include "UnityStandardConfig.cginc" +#include "UnityLightingCommon.cginc" + + + + +void ConvertToCellShading(inout half nl, inout half nv, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1) + { + //Cell Shading Calculations: + + toonShadingData.cellTransitionSmoothness = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; // adjusted for smoothstep + + half currentCell = ceil(nl * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; + half previousCell = max(0, ceil(nl * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; + + nl = max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, nl), previousCell); + + currentCell = ceil(nv * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; + previousCell = max(0, ceil(nv * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; + + nv = max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, nv), previousCell); + } +} + + +half3 ConvertToCellShading(half3 value, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1) + { + //Cell Shading Calculations: + + toonShadingData.cellTransitionSmoothness = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; // adjusted for smoothstep + + half3 currentCell = ceil(value * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; + half3 previousCell = max(0, ceil(value * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; + + value = max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, value), previousCell); + return value; + } + return value; +} + + + +////----------------------------------------------------------------------------- +//// Helper to convert smoothness to roughness +////----------------------------------------------------------------------------- + +//float PerceptualRoughnessToRoughness(float perceptualRoughness) +//{ +// return perceptualRoughness * perceptualRoughness; +//} + +//half RoughnessToPerceptualRoughness(half roughness) +//{ +// return sqrt(roughness); +//} + +//// Smoothness is the user facing name +//// it should be perceptualSmoothness but we don't want the user to have to deal with this name +//half SmoothnessToRoughness(half smoothness) +//{ +// return (1 - smoothness) * (1 - smoothness); +//} + +//float SmoothnessToPerceptualRoughness(float smoothness) +//{ +// return (1 - smoothness); +//} + +////------------------------------------------------------------------------------------- + +//inline half Pow4 (half x) +//{ +// return x*x*x*x; +//} + +//inline float2 Pow4 (float2 x) +//{ +// return x*x*x*x; +//} + +//inline half3 Pow4 (half3 x) +//{ +// return x*x*x*x; +//} + +//inline half4 Pow4 (half4 x) +//{ +// return x*x*x*x; +//} + +//// Pow5 uses the same amount of instructions as generic pow(), but has 2 advantages: +//// 1) better instruction pipelining +//// 2) no need to worry about NaNs +//inline half Pow5 (half x) +//{ +// return x*x * x*x * x; +//} + +//inline half2 Pow5 (half2 x) +//{ +// return x*x * x*x * x; +//} + +//inline half3 Pow5 (half3 x) +//{ +// return x*x * x*x * x; +//} + +//inline half4 Pow5 (half4 x) +//{ +// return x*x * x*x * x; +//} + +//inline half3 FresnelTerm (half3 F0, half cosA) +//{ +// half t = Pow5 (1 - cosA); // ala Schlick interpoliation +// return F0 + (1-F0) * t; +//} +//inline half3 FresnelLerp (half3 F0, half3 F90, half cosA) +//{ +// half t = Pow5 (1 - cosA); // ala Schlick interpoliation +// return lerp (F0, F90, t); +//} +//// approximage Schlick with ^4 instead of ^5 +//inline half3 FresnelLerpFast (half3 F0, half3 F90, half cosA) +//{ +// half t = Pow4 (1 - cosA); +// return lerp (F0, F90, t); +//} + +//// Note: Disney diffuse must be multiply by diffuseAlbedo / PI. This is done outside of this function. +//half DisneyDiffuse(half NdotV, half NdotL, half LdotH, half perceptualRoughness) +//{ +// half fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness; +// // Two schlick fresnel term +// half lightScatter = (1 + (fd90 - 1) * Pow5(1 - NdotL)); +// half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV)); + +// return lightScatter * viewScatter; +//} + +//// NOTE: Visibility term here is the full form from Torrance-Sparrow model, it includes Geometric term: V = G / (N.L * N.V) +//// This way it is easier to swap Geometric terms and more room for optimizations (except maybe in case of CookTorrance geom term) + +//// Generic Smith-Schlick visibility term +//inline half SmithVisibilityTerm (half NdotL, half NdotV, half k) +//{ +// half gL = NdotL * (1-k) + k; +// half gV = NdotV * (1-k) + k; +// return 1.0 / (gL * gV + 1e-5f); // This function is not intended to be running on Mobile, +// // therefore epsilon is smaller than can be represented by half +//} + +//// Smith-Schlick derived for Beckmann +//inline half SmithBeckmannVisibilityTerm (half NdotL, half NdotV, half roughness) +//{ +// half c = 0.797884560802865h; // c = sqrt(2 / Pi) +// half k = roughness * c; +// return SmithVisibilityTerm (NdotL, NdotV, k) * 0.25f; // * 0.25 is the 1/4 of the visibility term +//} + +//// Ref: http://jcgt.org/published/0003/02/03/paper.pdf +//inline float SmithJointGGXVisibilityTerm (float NdotL, float NdotV, float roughness) +//{ +//#if 0 +// // Original formulation: +// // lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f; +// // lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f; +// // G = 1 / (1 + lambda_v + lambda_l); + +// // Reorder code to be more optimal +// half a = roughness; +// half a2 = a * a; + +// half lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2); +// half lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); + +// // Simplify visibility term: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l + 1e-5f)); +// return 0.5f / (lambdaV + lambdaL + 1e-5f); // This function is not intended to be running on Mobile, +// // therefore epsilon is smaller than can be represented by half +//#else +// // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) +// float a = roughness; +// float lambdaV = NdotL * (NdotV * (1 - a) + a); +// float lambdaL = NdotV * (NdotL * (1 - a) + a); + +//#if defined(SHADER_API_SWITCH) +// return 0.5f / (lambdaV + lambdaL + UNITY_HALF_MIN); +//#else +// return 0.5f / (lambdaV + lambdaL + 1e-5f); +//#endif + +//#endif +//} + +//inline float GGXTerm (float NdotH, float roughness) +//{ +// float a2 = roughness * roughness; +// float d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad +// return UNITY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile, +// // therefore epsilon is smaller than what can be represented by half +//} + +//inline half PerceptualRoughnessToSpecPower (half perceptualRoughness) +//{ +// half m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the true academic roughness. +// half sq = max(1e-4f, m*m); +// half n = (2.0 / sq) - 2.0; // https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf +// n = max(n, 1e-4f); // prevent possible cases of pow(0,0), which could happen when roughness is 1.0 and NdotH is zero +// return n; +//} + +//// BlinnPhong normalized as normal distribution function (NDF) +//// for use in micro-facet model: spec=D*G*F +//// eq. 19 in https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf +//inline half NDFBlinnPhongNormalizedTerm (half NdotH, half n) +//{ +// // norm = (n+2)/(2*pi) +// half normTerm = (n + 2.0) * (0.5/UNITY_PI); + +// half specTerm = pow (NdotH, n); +// return specTerm * normTerm; +//} + +////------------------------------------------------------------------------------------- +///* +//// https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html + +//const float k0 = 0.00098, k1 = 0.9921; +//// pass this as a constant for optimization +//const float fUserMaxSPow = 100000; // sqrt(12M) +//const float g_fMaxT = ( exp2(-10.0/fUserMaxSPow) - k0)/k1; +//float GetSpecPowToMip(float fSpecPow, int nMips) +//{ +// // Default curve - Inverse of TB2 curve with adjusted constants +// float fSmulMaxT = ( exp2(-10.0/sqrt( fSpecPow )) - k0)/k1; +// return float(nMips-1)*(1.0 - clamp( fSmulMaxT/g_fMaxT, 0.0, 1.0 )); +//} + +// //float specPower = PerceptualRoughnessToSpecPower(perceptualRoughness); +// //float mip = GetSpecPowToMip (specPower, 7); +//*/ + +//inline float3 Unity_SafeNormalize(float3 inVec) +//{ +// float dp3 = max(0.001f, dot(inVec, inVec)); +// return inVec * rsqrt(dp3); +//} + +////------------------------------------------------------------------------------------- + +// Note: BRDF entry points use smoothness and oneMinusReflectivity for optimization +// purposes, mostly for DX9 SM2.0 level. Most of the math is being done on these (1-x) values, and that saves +// a few precious ALU slots. + + +// Main Physically Based BRDF +// Derived from Disney work and based on Torrance-Sparrow micro-facet model +// +// BRDF = kD / pi + kS * (D * V * F) / 4 +// I = BRDF * NdotL +// +// * NDF (depending on UNITY_BRDF_GGX): +// a) Normalized BlinnPhong +// b) GGX +// * Smith for Visiblity term +// * Schlick approximation for Fresnel +half4 BRDF1_Unity_PBS_Toon(half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, + float3 normal, float3 viewDir, + UnityLight light, UnityIndirect gi, ToonShadingData toonShadingData) +{ + + if (toonShadingData.enableToonShading == 1 && toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + + float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); + float3 halfDir = Unity_SafeNormalize(float3(light.dir) + viewDir); + +// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping +// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts. +// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too). +// Following define allow to control this. Set it to 0 if ALU is critical on your platform. +// This correction is interesting for GGX with SmithJoint visibility function because artifacts are more visible in this case due to highlight edge of rough surface +// Edit: Disable this code by default for now as it is not compatible with two sided lighting used in SpeedTree. +#define UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV 0 + +#if UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV + // The amount we shift the normal toward the view vector is defined by the dot product. + half shiftAmount = dot(normal, viewDir); + normal = shiftAmount < 0.0f ? normal + viewDir * (-shiftAmount + 1e-5f) : normal; + // A re-normalization should be applied here but as the shift is small we don't do it to save ALU. + //normal = normalize(normal); + + float nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here +#else + half nv = abs(dot(normal, viewDir)); // This abs allow to limit artifact +#endif + + float nl = saturate(dot(normal, light.dir)); + float nh = saturate(dot(normal, halfDir)); + + half lv = saturate(dot(light.dir, viewDir)); + half lh = saturate(dot(light.dir, halfDir)); + + float nlCopy = float(nl); + float nvCopy = float(nv); + + + half nlCell = Posterize(nl, toonShadingData); + half nvCell = Posterize(nv, toonShadingData); + + // Diffuse term + half diffuseTerm = DisneyDiffuse(nvCell, nlCell, lh, perceptualRoughness) * nlCell; + + // Specular term + // HACK: theoretically we should divide diffuseTerm by Pi and not multiply specularTerm! + // BUT 1) that will make shader look significantly darker than Legacy ones + // and 2) on engine side "Non-important" lights have to be divided by Pi too in cases when they are injected into ambient SH + float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); +#if UNITY_BRDF_GGX + // GGX with roughtness to 0 would mean no specular at all, using max(roughness, 0.002) here to match HDrenderloop roughtness remapping. + roughness = max(roughness, 0.002); + float V = SmithJointGGXVisibilityTerm (nl, nv, roughness); + float D = GGXTerm (nh, roughness); +#else + // Legacy + half V = SmithBeckmannVisibilityTerm(nl, nv, roughness); + half D = NDFBlinnPhongNormalizedTerm(nh, PerceptualRoughnessToSpecPower(perceptualRoughness)); +#endif + + float specularTerm = V * D * UNITY_PI; // Torrance-Sparrow model, Fresnel is applied later + +#ifdef UNITY_COLORSPACE_GAMMA + specularTerm = sqrt(max(1e-4h, specularTerm)); +#endif + + // specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value + specularTerm = max(0, specularTerm * nl); +#if defined(_SPECULARHIGHLIGHTS_OFF) + specularTerm = 0.0; +#endif + + // surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(roughness^2+1) + half surfaceReduction; +#ifdef UNITY_COLORSPACE_GAMMA + surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] +#else + surfaceReduction = 1.0 / (roughness * roughness + 1.0); // fade \in [0.5;1] +#endif + + // To provide true Lambert lighting, we need to be able to kill specular completely. + specularTerm *= any(specColor) ? 1.0 : 0.0; + + half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); + + //original + //half3 color = diffColor * (gi.diffuse + light.color * diffuseTerm) + // + specularTerm * light.color * FresnelTerm(specColor, lh) + // + surfaceReduction * gi.specular * FresnelLerp(specColor, grazingTerm, nv); + + + half3 color = 0; + color = diffColor * (gi.diffuse + light.color * diffuseTerm); + + float3 specular = specularTerm * light.color * FresnelTerm(specColor, lh); + color += PosterizeShifted(specular, toonShadingData); + + //float3 posterizedGISpecular = PosterizeShifted(gi.specular, toonShadingData); + color += surfaceReduction * gi.specular * FresnelLerp(specColor, grazingTerm, nvCell); + return half4(color, 1); +} + +// Based on Minimalist CookTorrance BRDF +// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255 +// +// * NDF (depending on UNITY_BRDF_GGX): +// a) BlinnPhong +// b) [Modified] GGX +// * Modified Kelemen and Szirmay-​Kalos for Visibility term +// * Fresnel approximated with 1/LdotH +half4 BRDF2_Unity_PBS_Toon(half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, + float3 normal, float3 viewDir, + UnityLight light, UnityIndirect gi, ToonShadingData toonShadingData) +{ + float3 halfDir = Unity_SafeNormalize(float3(light.dir) + viewDir); + + half nl = saturate(dot(normal, light.dir)); + float nh = saturate(dot(normal, halfDir)); + half nv = saturate(dot(normal, viewDir)); + float lh = saturate(dot(light.dir, halfDir)); + + ConvertToCellShading(nl, nv, toonShadingData); + + + // Specular term + half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); + half roughness = PerceptualRoughnessToRoughness(perceptualRoughness); + +#if UNITY_BRDF_GGX + + // GGX Distribution multiplied by combined approximation of Visibility and Fresnel + // See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course + // https://community.arm.com/events/1155 + float a = roughness; + float a2 = a*a; + + float d = nh * nh * (a2 - 1.f) + 1.00001f; +#ifdef UNITY_COLORSPACE_GAMMA + // Tighter approximation for Gamma only rendering mode! + // DVF = sqrt(DVF); + // DVF = (a * sqrt(.25)) / (max(sqrt(0.1), lh)*sqrt(roughness + .5) * d); + float specularTerm = a / (max(0.32f, lh) * (1.5f + roughness) * d); +#else + float specularTerm = a2 / (max(0.1f, lh*lh) * (roughness + 0.5f) * (d * d) * 4); +#endif + + // on mobiles (where half actually means something) denominator have risk of overflow + // clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles) + // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...)) +#if defined (SHADER_API_MOBILE) + specularTerm = specularTerm - 1e-4f; +#endif + +#else + + // Legacy + half specularPower = PerceptualRoughnessToSpecPower(perceptualRoughness); + // Modified with approximate Visibility function that takes roughness into account + // Original ((n+1)*N.H^n) / (8*Pi * L.H^3) didn't take into account roughness + // and produced extremely bright specular at grazing angles + + half invV = lh * lh * smoothness + perceptualRoughness * perceptualRoughness; // approx ModifiedKelemenVisibilityTerm(lh, perceptualRoughness); + half invF = lh; + + half specularTerm = ((specularPower + 1) * pow(nh, specularPower)) / (8 * invV * invF + 1e-4h); + +#ifdef UNITY_COLORSPACE_GAMMA + specularTerm = sqrt(max(1e-4f, specularTerm)); +#endif + +#endif + +#if defined (SHADER_API_MOBILE) + specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles +#endif +#if defined(_SPECULARHIGHLIGHTS_OFF) + specularTerm = 0.0; +#endif + + // surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(realRoughness^2+1) + + // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] + // 1-x^3*(0.6-0.08*x) approximation for 1/(x^4+1) +#ifdef UNITY_COLORSPACE_GAMMA + half surfaceReduction = 0.28; +#else + half surfaceReduction = (0.6 - 0.08 * perceptualRoughness); +#endif + + surfaceReduction = 1.0 - roughness * perceptualRoughness * surfaceReduction; + + half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); + half3 color = (diffColor + specularTerm * specColor) * light.color * nl + + gi.diffuse * diffColor + + surfaceReduction * gi.specular * FresnelLerpFast(specColor, grazingTerm, nv); + + return half4(color, 1); +} + +//sampler2D_float unity_NHxRoughness; +//half3 BRDF3_Direct(half3 diffColor, half3 specColor, half rlPow4, half smoothness) +//{ +// half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp +// // Lookup texture to save instructions +// half specular = tex2D(unity_NHxRoughness, half2(rlPow4, SmoothnessToPerceptualRoughness(smoothness))).r * LUT_RANGE; +//#if defined(_SPECULARHIGHLIGHTS_OFF) +// specular = 0.0; +//#endif + +// return diffColor + specular * specColor; +//} + +//half3 BRDF3_Indirect(half3 diffColor, half3 specColor, UnityIndirect indirect, half grazingTerm, half fresnelTerm) +//{ +// half3 c = indirect.diffuse * diffColor; +// c += indirect.specular * lerp (specColor, grazingTerm, fresnelTerm); +// return c; +//} + +// Old school, not microfacet based Modified Normalized Blinn-Phong BRDF +// Implementation uses Lookup texture for performance +// +// * Normalized BlinnPhong in RDF form +// * Implicit Visibility term +// * No Fresnel term +// +// TODO: specular is too weak in Linear rendering mode + + + +half4 BRDF3_Unity_PBS_Toon (half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, + float3 normal, float3 viewDir, + UnityLight light, UnityIndirect gi, ToonShadingData toonShadingData) +{ + + if (toonShadingData.enableToonShading == 1 && toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + float3 reflDir = reflect(viewDir, normal); + + + half nl = saturate(dot(normal, light.dir)); + half nv = saturate(dot(normal, viewDir)); + + //if (toonShadingData.enableToonShading == 1) + //{ + // //Cell Shading Calculations: + // toonShadingData.cellTransitionSmoothness = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; // adjusted for smoothstep + + // half currentCell = ceil(nl * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; + // half previousCell = max(0, ceil(nl * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; + + // nl = max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, nl), previousCell); + + // currentCell = ceil(nv * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; + // previousCell = max(0, ceil(nv * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; + + // nv = max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, nv), previousCell); + //} + + ConvertToCellShading(nl, nv, toonShadingData); + + // Vectorize Pow4 to save instructions + half2 rlPow4AndFresnelTerm = Pow4 (float2(dot(reflDir, light.dir), 1-nv)); // use R.L instead of N.H to save couple of instructions + half rlPow4 = rlPow4AndFresnelTerm.x; // power exponent must match kHorizontalWarpExp in NHxRoughness() function in GeneratedTextures.cpp + half fresnelTerm = rlPow4AndFresnelTerm.y; + + half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity)); + + half3 color = BRDF3_Direct(diffColor, specColor, rlPow4, smoothness); + color *= light.color * nl; + color += BRDF3_Indirect(diffColor, specColor, gi, grazingTerm, fresnelTerm); + return half4(color, 1); +} + +//// Include deprecated function +//#define INCLUDE_UNITY_STANDARD_BRDF_DEPRECATED +//#include "UnityDeprecated.cginc" +//#undef INCLUDE_UNITY_STANDARD_BRDF_DEPRECATED + +#endif // UNITY_STANDARD_BRDF_INCLUDED diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc.meta new file mode 100644 index 000000000..5f64c57f5 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: a2a159e475fdfd8439cbee9800950e4b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/BiRP/UnityStandardBRDF_Toon.cginc + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP.meta new file mode 100644 index 000000000..71cbbb377 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 13f199b5921f43c4d9da2ea4c8f7b363 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl new file mode 100644 index 000000000..50d286939 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl @@ -0,0 +1,1096 @@ +#ifndef UNIVERSAL_LIGHTING_MODIFIED_FOR_TOON +#define UNIVERSAL_LIGHTING_MODIFIED_FOR_TOON + +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + +// If lightmap is not defined than we evaluate GI (ambient + probes) from SH +// We might do it fully or partially in vertex to save shader ALU +#if !defined(LIGHTMAP_ON) +// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high) +#if defined(SHADER_API_GLES) || !defined(_NORMALMAP) + // Evaluates SH fully in vertex +#define EVALUATE_SH_VERTEX +#elif !SHADER_HINT_NICE_QUALITY + // Evaluates L2 SH in vertex and L0L1 in pixel +#define EVALUATE_SH_MIXED +#endif + // Otherwise evaluate SH fully per-pixel +#endif + +#ifdef LIGHTMAP_ON +#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index +#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw; +#define OUTPUT_SH(normalWS, OUT) +#else +#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index +#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) +#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS) +#endif + +// Renamed -> LIGHTMAP_SHADOW_MIXING +#if !defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) +#define _MIXED_LIGHTING_SUBTRACTIVE +#endif + + +//struct ToonShadingData +//{ +// half enableToonShading; +// float3 normalWS; +// float3 normalWSNoMap; +// float cellTransitionSmoothness; +// half numberOfCells; +// float specularEdgeSmoothness; +// half shadowsAffectByNormalMap; +// half specularAffectedByNormalMap; +//}; + +//float CalculateCellShadingLightPartitioning(half3 lightDirection, ToonShadingData toonShadingData) +//{ +// if (toonShadingData.enableToonShading == 1) +// { +// //Cell Shading Calculations: +// toonShadingData.cellTransitionSmoothness = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; // adjusted for smoothstep +// half3 normal; + +// if (toonShadingData.shadowsAffectByNormalMap == 0) +// { +// normal = toonShadingData.normalWSNoMap; +// } +// else +// { +// normal = toonShadingData.normalWS; +// } + +// float NdotL = dot(lightDirection, normal); +// half currentCell = ceil(NdotL * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; +// half previousCell = max(0, ceil(NdotL * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; +// return max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, NdotL), previousCell); + +// } +// else +// { +// return saturate(dot(toonShadingData.normalWS, lightDirection)); +// } + + +//} + +/////////////////////////////////////////////////////////////////////////////// +// Light Helpers // +/////////////////////////////////////////////////////////////////////////////// + +// Abstraction over Light shading data. +struct Light +{ + half3 direction; + half3 color; + half distanceAttenuation; + half shadowAttenuation; +}; + +/////////////////////////////////////////////////////////////////////////////// +// Attenuation Functions / +/////////////////////////////////////////////////////////////////////////////// + +// Matches Unity Vanila attenuation +// Attenuation smoothly decreases to light range. +float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation) +{ + // We use a shared distance attenuation for additional directional and puctual lights + // for directional lights attenuation will be 1 + float lightAtten = rcp(distanceSqr); + +#if SHADER_HINT_NICE_QUALITY + // Use the smoothing factor also used in the Unity lightmapper. + half factor = distanceSqr * distanceAttenuation.x; + half smoothFactor = saturate(1.0h - factor * factor); + smoothFactor = smoothFactor * smoothFactor; +#else + // We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range + // Therefore: + // fadeDistance = (0.8 * 0.8 * lightRangeSq) + // smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance) + // We can rewrite that to fit a MAD by doing + // distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr) + // distanceSqr * distanceAttenuation.y + distanceAttenuation.z + half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y); +#endif + + return lightAtten * smoothFactor; +} + +half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation) +{ + // Spot Attenuation with a linear falloff can be defined as + // (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle) + // This can be rewritten as + // invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle) + // SdotL * invAngleRange + (-cosOuterAngle * invAngleRange) + // SdotL * spotAttenuation.x + spotAttenuation.y + + // If we precompute the terms in a MAD instruction + half SdotL = dot(spotDirection, lightDirection); + half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y); + return atten * atten; +} + +/////////////////////////////////////////////////////////////////////////////// +// Light Abstraction // +/////////////////////////////////////////////////////////////////////////////// + +Light GetMainLight() +{ + Light light; + light.direction = _MainLightPosition.xyz; + light.distanceAttenuation = unity_LightData.z; // unity_LightData.z is 1 when not culled by the culling mask, otherwise 0. + light.shadowAttenuation = 1.0; + light.color = _MainLightColor.rgb; + + return light; +} + +Light GetMainLight(float4 shadowCoord) +{ + Light light = GetMainLight(); + light.shadowAttenuation = MainLightRealtimeShadow(shadowCoord); + return light; +} + +Light GetMainLight(float4 shadowCoord, float3 positionWS, half4 shadowMask) +{ + Light light = GetMainLight(); + light.shadowAttenuation = MainLightShadow(shadowCoord, positionWS, shadowMask, _MainLightOcclusionProbes); + return light; +} + +// Fills a light struct given a perObjectLightIndex +Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS) +{ + // Abstraction over Light input constants +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position; + half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb; + half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation; + half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection; +#else + float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex]; + half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb; + half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex]; + half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex]; +#endif + + // Directional lights store direction in lightPosition.xyz and have .w set to 0.0. + // This way the following code will work for both directional and punctual lights. + float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w; + float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); + + half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); + half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw); + + Light light; + light.direction = lightDirection; + light.distanceAttenuation = attenuation; + light.shadowAttenuation = 1.0; + light.color = color; + + return light; +} + +uint GetPerObjectLightIndexOffset() +{ +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + return unity_LightData.x; +#else + return 0; +#endif +} + +// Returns a per-object index given a loop index. +// This abstract the underlying data implementation for storing lights/light indices +int GetPerObjectLightIndex(uint index) +{ +///////////////////////////////////////////////////////////////////////////////////////////// +// Structured Buffer Path / +// / +// Lights and light indices are stored in StructuredBuffer. We can just index them. / +// Currently all non-mobile platforms take this path :( / +// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) / +///////////////////////////////////////////////////////////////////////////////////////////// +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + uint offset = unity_LightData.x; + return _AdditionalLightsIndices[offset + index]; + +///////////////////////////////////////////////////////////////////////////////////////////// +// UBO path / +// / +// We store 8 light indices in float4 unity_LightIndices[2]; / +// Due to memory alignment unity doesn't support int[] or float[] / +// Even trying to reinterpret cast the unity_LightIndices to float[] won't work / +// it will cast to float4[] and create extra register pressure. :( / +///////////////////////////////////////////////////////////////////////////////////////////// +#elif !defined(SHADER_API_GLES) + // since index is uint shader compiler will implement + // div & mod as bitfield ops (shift and mask). + + // TODO: Can we index a float4? Currently compiler is + // replacing unity_LightIndicesX[i] with a dp4 with identity matrix. + // u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]); + // This increases both arithmetic and register pressure. + return unity_LightIndices[index / 4][index % 4]; +#else + // Fallback to GLES2. No bitfield magic here :(. + // We limit to 4 indices per object and only sample unity_4LightIndices0. + // Conditional moves are branch free even on mali-400 + // small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix. + half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw; + half i_rem = (index < 2.0h) ? index : index - 2.0h; + return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y; +#endif +} + +// Fills a light struct given a loop i index. This will convert the i +// index to a perObjectLightIndex +Light GetAdditionalLight(uint i, float3 positionWS) +{ + int perObjectLightIndex = GetPerObjectLightIndex(i); + return GetAdditionalPerObjectLight(perObjectLightIndex, positionWS); +} + +Light GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask) +{ + int perObjectLightIndex = GetPerObjectLightIndex(i); + Light light = GetAdditionalPerObjectLight(perObjectLightIndex, positionWS); + +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + half4 occlusionProbeChannels = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels; +#else + half4 occlusionProbeChannels = _AdditionalLightsOcclusionProbes[perObjectLightIndex]; +#endif + light.shadowAttenuation = AdditionalLightShadow(perObjectLightIndex, positionWS, shadowMask, occlusionProbeChannels); + + return light; +} + +int GetAdditionalLightsCount() +{ + // TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights + // in the culling. This way we could do the loop branch with an uniform + // This would be helpful to support baking exceeding lights in SH as well + return min(_AdditionalLightsCount.x, unity_LightData.y); +} + +/////////////////////////////////////////////////////////////////////////////// +// BRDF Functions // +/////////////////////////////////////////////////////////////////////////////// + +#define kDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%) + +struct BRDFData +{ + half3 diffuse; + half3 specular; + half reflectivity; + half perceptualRoughness; + half roughness; + half roughness2; + half grazingTerm; + + // We save some light invariant BRDF terms so we don't have to recompute + // them in the light loop. Take a look at DirectBRDF function for detailed explaination. + half normalizationTerm; // roughness * 4.0 + 2.0 + half roughness2MinusOne; // roughness^2 - 1.0 +}; + +half ReflectivitySpecular(half3 specular) +{ +#if defined(SHADER_API_GLES) + return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint +#else + return max(max(specular.r, specular.g), specular.b); +#endif +} + +half OneMinusReflectivityMetallic(half metallic) +{ + // We'll need oneMinusReflectivity, so + // 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic) + // store (1-dielectricSpec) in kDielectricSpec.a, then + // 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) = + // = alpha - metallic * alpha + half oneMinusDielectricSpec = kDielectricSpec.a; + return oneMinusDielectricSpec - metallic * oneMinusDielectricSpec; +} + +inline void InitializeBRDFDataDirect(half3 diffuse, half3 specular, half reflectivity, half oneMinusReflectivity, half smoothness, inout half alpha, out BRDFData outBRDFData) +{ + outBRDFData.diffuse = diffuse; + outBRDFData.specular = specular; + outBRDFData.reflectivity = reflectivity; + + outBRDFData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(smoothness); + outBRDFData.roughness = max(PerceptualRoughnessToRoughness(outBRDFData.perceptualRoughness), HALF_MIN_SQRT); + outBRDFData.roughness2 = max(outBRDFData.roughness * outBRDFData.roughness, HALF_MIN); + outBRDFData.grazingTerm = saturate(smoothness + reflectivity); + outBRDFData.normalizationTerm = outBRDFData.roughness * 4.0h + 2.0h; + outBRDFData.roughness2MinusOne = outBRDFData.roughness2 - 1.0h; + +#ifdef _ALPHAPREMULTIPLY_ON + outBRDFData.diffuse *= alpha; + alpha = alpha * oneMinusReflectivity + reflectivity; // NOTE: alpha modified and propagated up. +#endif +} + +inline void InitializeBRDFData(half3 albedo, half metallic, half3 specular, half smoothness, inout half alpha, out BRDFData outBRDFData) +{ +#ifdef _SPECULAR_SETUP + half reflectivity = ReflectivitySpecular(specular); + half oneMinusReflectivity = 1.0 - reflectivity; + half3 brdfDiffuse = albedo * (half3(1.0h, 1.0h, 1.0h) - specular); + half3 brdfSpecular = specular; +#else + half oneMinusReflectivity = OneMinusReflectivityMetallic(metallic); + half reflectivity = 1.0 - oneMinusReflectivity; + half3 brdfDiffuse = albedo * oneMinusReflectivity; + half3 brdfSpecular = lerp(kDieletricSpec.rgb, albedo, metallic); +#endif + + InitializeBRDFDataDirect(brdfDiffuse, brdfSpecular, reflectivity, oneMinusReflectivity, smoothness, alpha, outBRDFData); +} + +half3 ConvertF0ForClearCoat15(half3 f0) +{ +#if defined(SHADER_API_MOBILE) + return ConvertF0ForAirInterfaceToF0ForClearCoat15Fast(f0); +#else + return ConvertF0ForAirInterfaceToF0ForClearCoat15(f0); +#endif +} + +inline void InitializeBRDFDataClearCoat(half clearCoatMask, half clearCoatSmoothness, inout BRDFData baseBRDFData, out BRDFData outBRDFData) +{ + // Calculate Roughness of Clear Coat layer + outBRDFData.diffuse = kDielectricSpec.aaa; // 1 - kDielectricSpec + outBRDFData.specular = kDielectricSpec.rgb; + outBRDFData.reflectivity = kDielectricSpec.r; + + outBRDFData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(clearCoatSmoothness); + outBRDFData.roughness = max(PerceptualRoughnessToRoughness(outBRDFData.perceptualRoughness), HALF_MIN_SQRT); + outBRDFData.roughness2 = max(outBRDFData.roughness * outBRDFData.roughness, HALF_MIN); + outBRDFData.normalizationTerm = outBRDFData.roughness * 4.0h + 2.0h; + outBRDFData.roughness2MinusOne = outBRDFData.roughness2 - 1.0h; + outBRDFData.grazingTerm = saturate(clearCoatSmoothness + kDielectricSpec.x); + +// Relatively small effect, cut it for lower quality +#if !defined(SHADER_API_MOBILE) + // Modify Roughness of base layer using coat IOR + half ieta = lerp(1.0h, CLEAR_COAT_IETA, clearCoatMask); + half coatRoughnessScale = Sq(ieta); + half sigma = RoughnessToVariance(PerceptualRoughnessToRoughness(baseBRDFData.perceptualRoughness)); + + baseBRDFData.perceptualRoughness = RoughnessToPerceptualRoughness(VarianceToRoughness(sigma * coatRoughnessScale)); + + // Recompute base material for new roughness, previous computation should be eliminated by the compiler (as it's unused) + baseBRDFData.roughness = max(PerceptualRoughnessToRoughness(baseBRDFData.perceptualRoughness), HALF_MIN_SQRT); + baseBRDFData.roughness2 = max(baseBRDFData.roughness * baseBRDFData.roughness, HALF_MIN); + baseBRDFData.normalizationTerm = baseBRDFData.roughness * 4.0h + 2.0h; + baseBRDFData.roughness2MinusOne = baseBRDFData.roughness2 - 1.0h; +#endif + + // Darken/saturate base layer using coat to surface reflectance (vs. air to surface) + baseBRDFData.specular = lerp(baseBRDFData.specular, ConvertF0ForClearCoat15(baseBRDFData.specular), clearCoatMask); + // TODO: what about diffuse? at least in specular workflow diffuse should be recalculated as it directly depends on it. +} + +// Computes the specular term for EnvironmentBRDF +half3 EnvironmentBRDFSpecular(BRDFData brdfData, half fresnelTerm) +{ + float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0); + return surfaceReduction * lerp(brdfData.specular, brdfData.grazingTerm, fresnelTerm); +} + +half3 EnvironmentBRDF(BRDFData brdfData, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm) +{ + half3 c = indirectDiffuse * brdfData.diffuse; + c += indirectSpecular * EnvironmentBRDFSpecular(brdfData, fresnelTerm); + return c; +} + +// Environment BRDF without diffuse for clear coat +half3 EnvironmentBRDFClearCoat(BRDFData brdfData, half clearCoatMask, half3 indirectSpecular, half fresnelTerm) +{ + float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0); + return indirectSpecular * EnvironmentBRDFSpecular(brdfData, fresnelTerm) * clearCoatMask; +} + +// Computes the scalar specular term for Minimalist CookTorrance BRDF +// NOTE: needs to be multiplied with reflectance f0, i.e. specular color to complete +half DirectBRDFSpecular(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS) +{ + float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS)); + + float NoH = saturate(dot(normalWS, halfDir)); + half LoH = saturate(dot(lightDirectionWS, halfDir)); + + // GGX Distribution multiplied by combined approximation of Visibility and Fresnel + // BRDFspec = (D * V * F) / 4.0 + // D = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 + // V * F = 1.0 / ( LoH^2 * (roughness + 0.5) ) + // See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course + // https://community.arm.com/events/1155 + + // Final BRDFspec = roughness^2 / ( NoH^2 * (roughness^2 - 1) + 1 )^2 * (LoH^2 * (roughness + 0.5) * 4.0) + // We further optimize a few light invariant terms + // brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD. + float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f; + + half LoH2 = LoH * LoH; + half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm); + + // On platforms where half actually means something, the denominator has a risk of overflow + // clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles) + // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...)) +#if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH) + specularTerm = specularTerm - HALF_MIN; + specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles +#endif + + return specularTerm; +} + +// Based on Minimalist CookTorrance BRDF +// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255 +// +// * NDF [Modified] GGX +// * Modified Kelemen and Szirmay-Kalos for Visibility term +// * Fresnel approximated with 1/LdotH +half3 DirectBDRF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS, bool specularHighlightsOff) +{ + // Can still do compile-time optimisation. + // If no compile-time optimized, extra overhead if branch taken is around +2.5% on Switch, -10% if not taken. + [branch] + if (!specularHighlightsOff) + { + half specularTerm = DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS); + half3 color = brdfData.diffuse + specularTerm * brdfData.specular; + return color; + } + else + return brdfData.diffuse; +} + +// Based on Minimalist CookTorrance BRDF +// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255 +// +// * NDF [Modified] GGX +// * Modified Kelemen and Szirmay-Kalos for Visibility term +// * Fresnel approximated with 1/LdotH +half3 DirectBRDF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS) +{ +#ifndef _SPECULARHIGHLIGHTS_OFF + return brdfData.diffuse + DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS) * brdfData.specular; +#else + return brdfData.diffuse; +#endif +} + +/////////////////////////////////////////////////////////////////////////////// +// Global Illumination // +/////////////////////////////////////////////////////////////////////////////// + +// Ambient occlusion +TEXTURE2D_X(_ScreenSpaceOcclusionTexture); +SAMPLER(sampler_ScreenSpaceOcclusionTexture); + +struct AmbientOcclusionFactor +{ + half indirectAmbientOcclusion; + half directAmbientOcclusion; +}; + +half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV) +{ + float2 uv = UnityStereoTransformScreenSpaceTex(normalizedScreenSpaceUV); + return SAMPLE_TEXTURE2D_X(_ScreenSpaceOcclusionTexture, sampler_ScreenSpaceOcclusionTexture, uv).x; +} + +AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV) +{ + AmbientOcclusionFactor aoFactor; + aoFactor.indirectAmbientOcclusion = SampleAmbientOcclusion(normalizedScreenSpaceUV); + aoFactor.directAmbientOcclusion = lerp(1.0, aoFactor.indirectAmbientOcclusion, _AmbientOcclusionParam.w); + return aoFactor; +} + +// Samples SH L0, L1 and L2 terms +half3 SampleSH(half3 normalWS) +{ + // LPPV is not supported in Ligthweight Pipeline + real4 SHCoefficients[7]; + SHCoefficients[0] = unity_SHAr; + SHCoefficients[1] = unity_SHAg; + SHCoefficients[2] = unity_SHAb; + SHCoefficients[3] = unity_SHBr; + SHCoefficients[4] = unity_SHBg; + SHCoefficients[5] = unity_SHBb; + SHCoefficients[6] = unity_SHC; + + return max(half3(0, 0, 0), SampleSH9(SHCoefficients, normalWS)); +} + +// SH Vertex Evaluation. Depending on target SH sampling might be +// done completely per vertex or mixed with L2 term per vertex and L0, L1 +// per pixel. See SampleSHPixel +half3 SampleSHVertex(half3 normalWS) +{ +#if defined(EVALUATE_SH_VERTEX) + return SampleSH(normalWS); +#elif defined(EVALUATE_SH_MIXED) + // no max since this is only L2 contribution + return SHEvalLinearL2(normalWS, unity_SHBr, unity_SHBg, unity_SHBb, unity_SHC); +#endif + + // Fully per-pixel. Nothing to compute. + return half3(0.0, 0.0, 0.0); +} + +// SH Pixel Evaluation. Depending on target SH sampling might be done +// mixed or fully in pixel. See SampleSHVertex +half3 SampleSHPixel(half3 L2Term, half3 normalWS) +{ +#if defined(EVALUATE_SH_VERTEX) + return L2Term; +#elif defined(EVALUATE_SH_MIXED) + half3 L0L1Term = SHEvalLinearL0L1(normalWS, unity_SHAr, unity_SHAg, unity_SHAb); + half3 res = L2Term + L0L1Term; +#ifdef UNITY_COLORSPACE_GAMMA + res = LinearToSRGB(res); +#endif + return max(half3(0, 0, 0), res); +#endif + + // Default: Evaluate SH fully per-pixel + return SampleSH(normalWS); +} + +#if defined(UNITY_DOTS_INSTANCING_ENABLED) +#define LIGHTMAP_NAME unity_Lightmaps +#define LIGHTMAP_INDIRECTION_NAME unity_LightmapsInd +#define LIGHTMAP_SAMPLER_NAME samplerunity_Lightmaps +#define LIGHTMAP_SAMPLE_EXTRA_ARGS lightmapUV, unity_LightmapIndex.x +#else +#define LIGHTMAP_NAME unity_Lightmap +#define LIGHTMAP_INDIRECTION_NAME unity_LightmapInd +#define LIGHTMAP_SAMPLER_NAME samplerunity_Lightmap +#define LIGHTMAP_SAMPLE_EXTRA_ARGS lightmapUV +#endif + +// Sample baked lightmap. Non-Direction and Directional if available. +// Realtime GI is not supported. +half3 SampleLightmap(float2 lightmapUV, half3 normalWS) +{ +#ifdef UNITY_LIGHTMAP_FULL_HDR + bool encodedLightmap = false; +#else + bool encodedLightmap = true; +#endif + + half4 decodeInstructions = half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h); + + // The shader library sample lightmap functions transform the lightmap uv coords to apply bias and scale. + // However, universal pipeline already transformed those coords in vertex. We pass half4(1, 1, 0, 0) and + // the compiler will optimize the transform away. + half4 transformCoords = half4(1, 1, 0, 0); + +#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) + return SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_NAME, LIGHTMAP_SAMPLER_NAME), + TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_INDIRECTION_NAME, LIGHTMAP_SAMPLER_NAME), + LIGHTMAP_SAMPLE_EXTRA_ARGS, transformCoords, normalWS, encodedLightmap, decodeInstructions); +#elif defined(LIGHTMAP_ON) + return SampleSingleLightmap(TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_NAME, LIGHTMAP_SAMPLER_NAME), LIGHTMAP_SAMPLE_EXTRA_ARGS, transformCoords, encodedLightmap, decodeInstructions); +#else + return half3(0.0, 0.0, 0.0); +#endif +} + +// We either sample GI from baked lightmap or from probes. +// If lightmap: sampleData.xy = lightmapUV +// If probe: sampleData.xyz = L2 SH terms +#if defined(LIGHTMAP_ON) +#define SAMPLE_GI(lmName, shName, normalWSName) SampleLightmap(lmName, normalWSName) +#else +#define SAMPLE_GI(lmName, shName, normalWSName) SampleSHPixel(shName, normalWSName) +#endif + +half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, half occlusion) +{ +#if !defined(_ENVIRONMENTREFLECTIONS_OFF) + half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness); + half4 encodedIrradiance = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip); + +#if defined(UNITY_USE_NATIVE_HDR) + half3 irradiance = encodedIrradiance.rgb; +#else + half3 irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); +#endif + + return irradiance * occlusion; +#endif // GLOSSY_REFLECTIONS + + return _GlossyEnvironmentColor.rgb * occlusion; +} + +half3 SubtractDirectMainLightFromLightmap(Light mainLight, half3 normalWS, half3 bakedGI) +{ + // Let's try to make realtime shadows work on a surface, which already contains + // baked lighting and shadowing from the main sun light. + // Summary: + // 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow: + // a) preserves other baked lights and light bounces + // b) eliminates shadows on the geometry facing away from the light + // 2) Clamp against user defined ShadowColor. + // 3) Pick original lightmap value, if it is the darkest one. + + + // 1) Gives good estimate of illumination as if light would've been shadowed during the bake. + // We only subtract the main direction light. This is accounted in the contribution term below. + half shadowStrength = GetMainLightShadowStrength(); + half contributionTerm = saturate(dot(mainLight.direction, normalWS)); + half3 lambert = mainLight.color * contributionTerm; + half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - mainLight.shadowAttenuation); + half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow; + + // 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark. + half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz); + realtimeShadow = lerp(bakedGI, realtimeShadow, shadowStrength); + + // 3) Pick darkest color + return min(bakedGI, realtimeShadow); +} + +half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, + half3 bakedGI, half occlusion, + half3 normalWS, half3 viewDirectionWS) +{ + half3 reflectVector = reflect(-viewDirectionWS, normalWS); + half NoV = saturate(dot(normalWS, viewDirectionWS)); + half fresnelTerm = Pow4(1.0 - NoV); + + half3 indirectDiffuse = bakedGI * occlusion; + half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion); + + half3 color = EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm); + +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half3 coatIndirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfDataClearCoat.perceptualRoughness, occlusion); + // TODO: "grazing term" causes problems on full roughness + half3 coatColor = EnvironmentBRDFClearCoat(brdfDataClearCoat, clearCoatMask, coatIndirectSpecular, fresnelTerm); + + // Blend with base layer using khronos glTF recommended way using NoV + // Smooth surface & "ambiguous" lighting + // NOTE: fresnelTerm (above) is pow4 instead of pow5, but should be ok as blend weight. + half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * fresnelTerm; + return color * (1.0 - coatFresnel * clearCoatMask) + coatColor; +#else + return color; +#endif +} + +// Backwards compatiblity +half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS) +{ + const BRDFData noClearCoat = (BRDFData) 0; + return GlobalIllumination(brdfData, noClearCoat, 0.0, bakedGI, occlusion, normalWS, viewDirectionWS); +} + +void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI) +{ +#if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) + bakedGI = SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI); +#endif +} + +// Backwards compatiblity +void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask) +{ + MixRealtimeAndBakedGI(light, normalWS, bakedGI); +} + + + +/////////////////////////////////////////////////////////////////////////////// +// Lighting Functions // +/////////////////////////////////////////////////////////////////////////////// +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal) +{ + half NdotL = saturate(dot(normal, lightDir)); + return lightColor * NdotL; + +} +half3 LightingLambert(half3 lightColor, half modifiedLightIntensity) +{ + return lightColor * modifiedLightIntensity; +} + + + +half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness, ToonShadingData toonShadingData) +{ + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + + if (toonShadingData.enableToonShading == 1) + { + if (toonShadingData.specularAffectedByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + else + { + normal = toonShadingData.normalWS; + } + } + + + half NdotH = saturate(dot(normal, halfVec)); + half modifier = pow(NdotH, smoothness); + half3 specularReflection; + if (toonShadingData.enableToonShading == 1) + { + //if (toonShadingData.specularEdgeSmoothness < 1) + //{ + // specularReflection = specular.rgb * modifier; + // specularReflection = smoothstep(0.01, 0.01 + toonShadingData.specularEdgeSmoothness, specularReflection); + //} + //else + //{ + // specularReflection = specular.rgb * modifier; + //} + + specularReflection = PosterizeShifted(saturate(specular.rgb) * modifier, toonShadingData); + } + else + { + specularReflection = saturate(specular.rgb) * modifier; + } + + return lightColor * specularReflection; + +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, + half3 lightColor, half3 lightDirectionWS, half lightAttenuation, + half3 normalWS, half3 viewDirectionWS, + half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + half NdotL = CalculateCellShadingPartitioning(lightDirectionWS, toonShadingData); + half3 radiance = lightColor * (lightAttenuation * NdotL); + + half3 brdf = brdfData.diffuse; +#ifndef _SPECULARHIGHLIGHTS_OFF + [branch] + if (!specularHighlightsOff) + { + //brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS); //original + + half3 specularNormal; + if (toonShadingData.specularAffectedByNormalMap == 1) + { + specularNormal = normalWS; + } + else + { + specularNormal = toonShadingData.normalWSNoMap; + } + half3 specular = brdfData.specular * DirectBRDFSpecular(brdfData, specularNormal, lightDirectionWS, viewDirectionWS); + if (toonShadingData.enableToonShading == 1) + { + //specular = specular / brdfData.normalizationTerm; + specular = PosterizeShifted(specular, toonShadingData); + // specular = specular * brdfData.normalizationTerm; + } + brdf += specular; +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + // Clear coat evaluates the specular a second timw and has some common terms with the base specular. + // We rely on the compiler to merge these and compute them only once. + half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS); + + // Mix clear coat and base layer using khronos glTF recommended formula + // https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md + // Use NoV for direct too instead of LoH as an optimization (NoV is light invariant). + half NoV = saturate(dot(normalWS, viewDirectionWS)); + // Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization. + // It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct) + half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV); + + brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask; +#endif // _CLEARCOAT + } +#endif // _SPECULARHIGHLIGHTS_OFF + + return brdf * radiance; +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff, toonShadingData); +} + +// Backwards compatibility +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ +#ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff, toonShadingData); +} + +half3 VertexLighting(float3 positionWS, half3 normalWS) +{ + half3 vertexLightColor = half3(0.0, 0.0, 0.0); + +//#ifdef _ADDITIONAL_LIGHTS_VERTEX +// uint lightsCount = GetAdditionalLightsCount(); +// for (uint lightIndex = 0u; lightIndex < lightsCount; ++lightIndex) +// { +// Light light = GetAdditionalLight(lightIndex, positionWS); +// half3 lightColor = light.color * light.distanceAttenuation; +// vertexLightColor += LightingLambert(lightColor, light.direction, normalWS); +// } +//#endif + + return vertexLightColor; +} + +/////////////////////////////////////////////////////////////////////////////// +// Fragment Functions // +// Used by ShaderGraph and others builtin renderers // +/////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ +#ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + + BRDFData brdfData; + + //surfaceData.metallic = 1.0; + //surfaceData.smoothness = 1.0; + + + // NOTE: can modify alpha + InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); + + BRDFData brdfDataClearCoat = (BRDFData) 0; +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + // base brdfData is modified here, rely on the compiler to eliminate dead computation by InitializeBRDFData() + InitializeBRDFDataClearCoat(surfaceData.clearCoatMask, surfaceData.clearCoatSmoothness, brdfData, brdfDataClearCoat); +#endif + + // To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders +#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) + half4 shadowMask = inputData.shadowMask; +#elif !defined (LIGHTMAP_ON) + half4 shadowMask = unity_ProbesOcclusion; +#else + half4 shadowMask = half4(1, 1, 1, 1); +#endif + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); + + +#if defined(_SCREEN_SPACE_OCCLUSION) + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV); + mainLight.color *= aoFactor.directAmbientOcclusion; + surfaceData.occlusion = min(surfaceData.occlusion, aoFactor.indirectAmbientOcclusion); +#endif + + half3 normal = inputData.normalWS; + if (toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + MixRealtimeAndBakedGI(mainLight, normal, inputData.bakedGI); + half3 color = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask, + inputData.bakedGI, surfaceData.occlusion, + normal, inputData.viewDirectionWS); + + + color += LightingPhysicallyBased(brdfData, brdfDataClearCoat, + mainLight, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, + toonShadingData); + +#ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) + { + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask); +#if defined(_SCREEN_SPACE_OCCLUSION) + light.color *= aoFactor.directAmbientOcclusion; +#endif + color += LightingPhysicallyBased(brdfData, brdfDataClearCoat, + light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, + toonShadingData); + } +#endif + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + color += inputData.vertexLighting * brdfData.diffuse; +#endif + + color += surfaceData.emission; + + return half4(color, surfaceData.alpha); +} + +half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, + half smoothness, half occlusion, half3 emission, half alpha, ToonShadingData toonShadingData) +{ + SurfaceData s; + s.albedo = albedo; + s.metallic = metallic; + s.specular = specular; + s.smoothness = smoothness; + s.occlusion = occlusion; + s.emission = emission; + s.alpha = alpha; + s.clearCoatMask = 0.0; + s.clearCoatSmoothness = 1.0; + return UniversalFragmentPBR(inputData, s, toonShadingData); +} + + + +half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, ToonShadingData toonShadingData) +{ + + // To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders +#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) + half4 shadowMask = inputData.shadowMask; +#elif !defined (LIGHTMAP_ON) + half4 shadowMask = unity_ProbesOcclusion; +#else + half4 shadowMask = half4(1, 1, 1, 1); +#endif + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); + +#if defined(_SCREEN_SPACE_OCCLUSION) + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV); + mainLight.color *= aoFactor.directAmbientOcclusion; + inputData.bakedGI *= aoFactor.indirectAmbientOcclusion; +#endif + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI); + + half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation); + + float modifiedLightIntensity = CalculateCellShadingPartitioning(mainLight.direction, toonShadingData); + + //half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS, modifiedLightIntensity); + half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, modifiedLightIntensity); + + + + half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness, toonShadingData); + +#ifdef _ADDITIONAL_LIGHTS + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) + { + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask); +#if defined(_SCREEN_SPACE_OCCLUSION) + light.color *= aoFactor.directAmbientOcclusion; +#endif + + + float modifiedLightIntensityAdditionalLight = CalculateCellShadingPartitioning(light.direction, toonShadingData); + + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + diffuseColor += LightingLambert(attenuatedLightColor, modifiedLightIntensityAdditionalLight); + //diffuseColor += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS); + specularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness,toonShadingData); + } +#endif + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + diffuseColor += inputData.vertexLighting; +#endif + + half3 finalColor = diffuseColor * diffuse + emission; + + +#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) + finalColor += specularColor; +#endif + + return half4(finalColor, alpha); +} + +////LWRP -> Universal Backwards Compatibility +//half4 LightweightFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, +// half smoothness, half occlusion, half3 emission, half alpha) +//{ +// return UniversalFragmentPBR(inputData, albedo, metallic, specular, smoothness, occlusion, emission, alpha); +//} + +//half4 LightweightFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half modifiedLightIntensity) +//{ +// return UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, smoothness, emission, alpha, modifiedLightIntensity); +//} + + +#endif + + + + diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl.meta new file mode 100644 index 000000000..ba2f08b0a --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: defea43ca66c7c4428650a4569bb5aa5 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2020.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl new file mode 100644 index 000000000..ebeb37919 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl @@ -0,0 +1,614 @@ +#ifndef UNIVERSAL_LIGHTING_INCLUDED +#define UNIVERSAL_LIGHTING_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + +#if defined(LIGHTMAP_ON) +#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index +#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw; +#define OUTPUT_SH(normalWS, OUT) +#else +#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index +#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) +#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS) +#endif + + +//struct ToonShadingData +//{ +// half enableToonShading; +// float3 normalWS; +// float3 normalWSNoMap; +// float cellTransitionSmoothness; +// half numberOfCells; +// float specularEdgeSmoothness; +// half shadowsAffectByNormalMap; +// half specularAffectedByNormalMap; +//}; + +//float CalculateCellShadingLightPartitioning(half3 lightDirection, ToonShadingData toonShadingData) +//{ +// if (toonShadingData.enableToonShading == 1) +// { +// //Cell Shading Calculations: +// toonShadingData.cellTransitionSmoothness = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; // adjusted for smoothstep +// half3 normal; + +// if (toonShadingData.shadowsAffectByNormalMap == 0) +// { +// normal = toonShadingData.normalWSNoMap; +// } +// else +// { +// normal = toonShadingData.normalWS; +// } + +// float NdotL = dot(lightDirection, normal); +// half currentCell = ceil(NdotL * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; +// half previousCell = max(0, ceil(NdotL * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; +// return max(currentCell * smoothstep(previousCell, previousCell + toonShadingData.cellTransitionSmoothness, NdotL), previousCell); + +// } +// else +// { +// return saturate(dot(toonShadingData.normalWS, lightDirection)); +// } + +//} + +/////////////////////////////////////////////////////////////////////////////// +// Lighting Functions // +/////////////////////////////////////////////////////////////////////////////// +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal) +{ + half NdotL = saturate(dot(normal, lightDir)); + return lightColor * NdotL; +} + +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal, half modifiedLightIntensity) +{ + return lightColor * modifiedLightIntensity; +} + +//half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness) +//{ +// float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); +// half NdotH = half(saturate(dot(normal, halfVec))); +// half modifier = pow(NdotH, smoothness); +// half3 specularReflection = specular.rgb * modifier; +// return lightColor * specularReflection; +//} + +half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness, ToonShadingData toonShadingData) +{ + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + + if (toonShadingData.enableToonShading == 1) + { + if (toonShadingData.specularAffectedByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + else + { + normal = toonShadingData.normalWS; + } + } + + + half NdotH = saturate(dot(normal, halfVec)); + half modifier = pow(NdotH, smoothness); + half3 specularReflection; + if (toonShadingData.enableToonShading == 1) + { + //if (toonShadingData.specularEdgeSmoothness < 1) + //{ + // specularReflection = specular.rgb * modifier; + // specularReflection = smoothstep(0.01, 0.01 + toonShadingData.specularEdgeSmoothness, specularReflection); + //} + //else + //{ + + // specularReflection = specular.rgb * modifier; + //} + + specularReflection = PosterizeShifted(saturate(specular.rgb) * modifier, toonShadingData); + } + else + { + specularReflection = saturate(specular.rgb) * modifier; + } + + return lightColor * specularReflection; +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, + half3 lightColor, half3 lightDirectionWS, half lightAttenuation, + half3 normalWS, half3 viewDirectionWS, + half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + toonShadingData.normalWS = normalWS; + //half NdotL = saturate(dot(normalWS, lightDirectionWS)); + half NdotL = CalculateCellShadingPartitioning(lightDirectionWS, toonShadingData); + half3 radiance = lightColor * (lightAttenuation * NdotL); + + half3 brdf = brdfData.diffuse; + +#ifndef _SPECULARHIGHLIGHTS_OFF + [branch] + if (!specularHighlightsOff) + { + half3 specularNormal; + if (toonShadingData.specularAffectedByNormalMap == 1) + { + specularNormal = normalWS; + } + else + { + specularNormal = toonShadingData.normalWSNoMap; + } + //brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS); //original + half3 specular = brdfData.specular * DirectBRDFSpecular(brdfData, specularNormal, lightDirectionWS, viewDirectionWS); + if (toonShadingData.enableToonShading == 1) + { + //specular = specular / brdfData.normalizationTerm; + specular = PosterizeShifted(specular, toonShadingData); + // specular = specular * brdfData.normalizationTerm; + } + brdf += specular; +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + // Clear coat evaluates the specular a second timw and has some common terms with the base specular. + // We rely on the compiler to merge these and compute them only once. + half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS); + + // Mix clear coat and base layer using khronos glTF recommended formula + // https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md + // Use NoV for direct too instead of LoH as an optimization (NoV is light invariant). + half NoV = saturate(dot(normalWS, viewDirectionWS)); + // Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization. + // It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct) + half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV); + + brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask; +#endif // _CLEARCOAT + } +#endif // _SPECULARHIGHLIGHTS_OFF + + return brdf * radiance; +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff, toonShadingData); +} + +// Backwards compatibility +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ +#ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff, toonShadingData); +} + +half3 VertexLighting(float3 positionWS, half3 normalWS) +{ + half3 vertexLightColor = half3(0.0, 0.0, 0.0); + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + uint lightsCount = GetAdditionalLightsCount(); + LIGHT_LOOP_BEGIN(lightsCount) + Light light = GetAdditionalLight(lightIndex, positionWS); + half3 lightColor = light.color * light.distanceAttenuation; + vertexLightColor += LightingLambert(lightColor, light.direction, normalWS); + LIGHT_LOOP_END +#endif + + return vertexLightColor; +} + +struct LightingData +{ + half3 giColor; + half3 mainLightColor; + half3 additionalLightsColor; + half3 vertexLightingColor; + half3 emissionColor; +}; + +half3 CalculateLightingColor(LightingData lightingData, half3 albedo) +{ + half3 lightingColor = 0; + + if (IsOnlyAOLightingFeatureEnabled()) + { + return lightingData.giColor; // Contains white + AO + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION)) + { + lightingColor += lightingData.giColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT)) + { + lightingColor += lightingData.mainLightColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS)) + { + lightingColor += lightingData.additionalLightsColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING)) + { + lightingColor += lightingData.vertexLightingColor; + } + + lightingColor *= albedo; + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_EMISSION)) + { + lightingColor += lightingData.emissionColor; + } + + return lightingColor; +} + +half4 CalculateFinalColor(LightingData lightingData, half alpha) +{ + half3 finalColor = CalculateLightingColor(lightingData, 1); + + return half4(finalColor, alpha); +} + +half4 CalculateFinalColor(LightingData lightingData, half3 albedo, half alpha, float fogCoord) +{ +#if defined(_FOG_FRAGMENT) +#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) + float viewZ = -fogCoord; + float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); + half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); +#else + half fogFactor = 0; +#endif +#else + half fogFactor = fogCoord; +#endif + half3 lightingColor = CalculateLightingColor(lightingData, albedo); + half3 finalColor = MixFog(lightingColor, fogFactor); + + return half4(finalColor, alpha); +} + +LightingData CreateLightingData(InputData inputData, SurfaceData surfaceData) +{ + LightingData lightingData; + + lightingData.giColor = inputData.bakedGI; + lightingData.emissionColor = surfaceData.emission; + lightingData.vertexLightingColor = 0; + lightingData.mainLightColor = 0; + lightingData.additionalLightsColor = 0; + + return lightingData; +} + +half3 CalculateBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + + float modifiedLightIntensity = CalculateCellShadingPartitioning(light.direction, toonShadingData); + + //half3 lightColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS, modifiedLightIntensity); + half3 lightColor = attenuatedLightColor * modifiedLightIntensity; + + lightColor *= surfaceData.albedo; + +#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) + half smoothness = exp2(10 * surfaceData.smoothness + 1); + + lightColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness, toonShadingData); +#endif + + return lightColor; +} + +/////////////////////////////////////////////////////////////////////////////// +// Fragment Functions // +// Used by ShaderGraph and others builtin renderers // +/////////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// +/// PBR lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ + +#if defined(_SPECULARHIGHLIGHTS_OFF) + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + BRDFData brdfData; + + // NOTE: can modify "surfaceData"... + InitializeBRDFData(surfaceData, brdfData); + +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor)) + { + return debugColor; + } +#endif + + // Clear-coat calculation... + BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + uint meshRenderingLayers = GetMeshRenderingLightLayer(); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + // NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below... + //MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI); + + //LightingData lightingData = CreateLightingData(inputData, surfaceData); + + //lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask, + // inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS, + // inputData.normalWS, inputData.viewDirectionWS); + + + half3 normal = inputData.normalWS; + if (toonShadingData.enableToonShading == 1 && toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + + MixRealtimeAndBakedGI(mainLight, normal, inputData.bakedGI); + + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask, + inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS, + normal, inputData.viewDirectionWS); + + + + + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) + { + lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat, + mainLight, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + +#if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + +#if USE_CLUSTERED_LIGHTING + for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++) + { + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, + toonShadingData); + } + } +#endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, + toonShadingData); + } + LIGHT_LOOP_END +#endif + +#if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse; +#endif + + return CalculateFinalColor(lightingData, surfaceData.alpha); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, + half smoothness, half occlusion, half3 emission, half alpha, ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = albedo; + surfaceData.specular = specular; + surfaceData.metallic = metallic; + surfaceData.smoothness = smoothness; + surfaceData.normalTS = half3(0, 0, 1); + surfaceData.emission = emission; + surfaceData.occlusion = occlusion; + surfaceData.alpha = alpha; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + return UniversalFragmentPBR(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Phong lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } +#endif + + uint meshRenderingLayers = GetMeshRenderingLightLayer(); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor); + + inputData.bakedGI *= surfaceData.albedo; + + LightingData lightingData = CreateLightingData(inputData, surfaceData); + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) + { + lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData, toonShadingData); + } + +#if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + +#if USE_CLUSTERED_LIGHTING + for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++) + { + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + } +#endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + LIGHT_LOOP_END +#endif + +#if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo; +#endif + + return CalculateFinalColor(lightingData, surfaceData.alpha); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS, ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = diffuse; + surfaceData.alpha = alpha; + surfaceData.emission = emission; + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = smoothness; + surfaceData.specular = specularGloss.rgb; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBlinnPhong(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Unlit +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBakedLit(InputData inputData, SurfaceData surfaceData) +{ +#ifdef _ALPHAPREMULTIPLY_ON + surfaceData.albedo *= surfaceData.alpha; +#endif + +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } +#endif + + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION)) + { + lightingData.giColor *= aoFactor.indirectAmbientOcclusion; + } + + return CalculateFinalColor(lightingData, surfaceData.albedo, surfaceData.alpha, inputData.fogCoord); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBakedLit(InputData inputData, half3 color, half alpha, half3 normalTS) +{ + SurfaceData surfaceData; + + surfaceData.albedo = color; + surfaceData.alpha = alpha; + surfaceData.emission = half3(0, 0, 0); + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = 1; + surfaceData.specular = half3(0, 0, 0); + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBakedLit(inputData, surfaceData); +} + +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl.meta new file mode 100644 index 000000000..531245bc8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: d4ab68726c9ecff45acddaaf5dee1687 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2021.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl new file mode 100644 index 000000000..d4858323a --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl @@ -0,0 +1,598 @@ +#ifndef UNIVERSAL_LIGHTING_TOON_INCLUDED +#define UNIVERSAL_LIGHTING_TOON_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + +#if defined(LIGHTMAP_ON) +#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index +#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw; +#define OUTPUT_SH(normalWS, OUT) +#else +#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index +#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) +#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS) +#endif + + +/////////////////////////////////////////////////////////////////////////////// +// Lighting Functions // +/////////////////////////////////////////////////////////////////////////////// +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal) +{ + half NdotL = saturate(dot(normal, lightDir)); + return lightColor * NdotL; +} + +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal, half modifiedLightIntensity) +{ + return lightColor * modifiedLightIntensity; +} + +//half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness) +//{ +// float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); +// half NdotH = half(saturate(dot(normal, halfVec))); +// half modifier = pow(NdotH, smoothness); +// half3 specularReflection = specular.rgb * modifier; +// return lightColor * specularReflection; +//} + + +half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness, ToonShadingData toonShadingData) +{ + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + + if (toonShadingData.enableToonShading == 1) + { + if (toonShadingData.specularAffectedByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + else + { + normal = toonShadingData.normalWS; + } + } + + + half NdotH = saturate(dot(normal, halfVec)); + half modifier = pow(NdotH, smoothness); + half3 specularReflection; + if (toonShadingData.enableToonShading == 1) + { + //if (toonShadingData.specularEdgeSmoothness < 1) + //{ + // specularReflection = specular.rgb * modifier; + // specularReflection = smoothstep(0.01, 0.01 + toonShadingData.cellTransitionSmoothness, specularReflection); + //} + //else + //{ + // specularReflection = specular.rgb * modifier; + //} + + specularReflection = PosterizeShifted(saturate(specular.rgb) * modifier, toonShadingData); + } + else + { + specularReflection = saturate(specular.rgb) * modifier; + } + return lightColor * specularReflection; +} + + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, + half3 lightColor, half3 lightDirectionWS, half lightAttenuation, + half3 normalWS, half3 viewDirectionWS, + half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + toonShadingData.normalWS = normalWS; + //half NdotL = saturate(dot(normalWS, lightDirectionWS)); + half NdotL = CalculateCellShadingPartitioning(lightDirectionWS, toonShadingData); + half3 radiance = lightColor * (lightAttenuation * NdotL); + + half3 brdf = brdfData.diffuse; + + +#ifndef _SPECULARHIGHLIGHTS_OFF + [branch] + if (!specularHighlightsOff) + { + + half3 specularNormal; + if (toonShadingData.specularAffectedByNormalMap == 1) + { + specularNormal = normalWS; + } + else + { + specularNormal = toonShadingData.normalWSNoMap; + } + //brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS); //original + half3 specular = brdfData.specular * DirectBRDFSpecular(brdfData, specularNormal, lightDirectionWS, viewDirectionWS); + if (toonShadingData.enableToonShading == 1) + { + //specular = specular / brdfData.normalizationTerm; + specular = PosterizeShifted(specular, toonShadingData); + // specular = specular * brdfData.normalizationTerm; + } + brdf += specular; +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + // Clear coat evaluates the specular a second timw and has some common terms with the base specular. + // We rely on the compiler to merge these and compute them only once. + half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS); + + // Mix clear coat and base layer using khronos glTF recommended formula + // https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md + // Use NoV for direct too instead of LoH as an optimization (NoV is light invariant). + half NoV = saturate(dot(normalWS, viewDirectionWS)); + // Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization. + // It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct) + half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV); + + brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask; +#endif // _CLEARCOAT + } +#endif // _SPECULARHIGHLIGHTS_OFF + + + return brdf * radiance; +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff, toonShadingData); +} + +// Backwards compatibility +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ +#ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff, toonShadingData); +} + +half3 VertexLighting(float3 positionWS, half3 normalWS) +{ + half3 vertexLightColor = half3(0.0, 0.0, 0.0); + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + uint lightsCount = GetAdditionalLightsCount(); + uint meshRenderingLayers = GetMeshRenderingLayer(); + + LIGHT_LOOP_BEGIN(lightsCount) + Light light = GetAdditionalLight(lightIndex, positionWS); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + half3 lightColor = light.color * light.distanceAttenuation; + vertexLightColor += LightingLambert(lightColor, light.direction, normalWS); + } + + LIGHT_LOOP_END +#endif + + return vertexLightColor; +} + +struct LightingData +{ + half3 giColor; + half3 mainLightColor; + half3 additionalLightsColor; + half3 vertexLightingColor; + half3 emissionColor; +}; + +half3 CalculateLightingColor(LightingData lightingData, half3 albedo) +{ + half3 lightingColor = 0; + + if (IsOnlyAOLightingFeatureEnabled()) + { + return lightingData.giColor; // Contains white + AO + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION)) + { + lightingColor += lightingData.giColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT)) + { + lightingColor += lightingData.mainLightColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS)) + { + lightingColor += lightingData.additionalLightsColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING)) + { + lightingColor += lightingData.vertexLightingColor; + } + + lightingColor *= albedo; + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_EMISSION)) + { + lightingColor += lightingData.emissionColor; + } + + return lightingColor; +} + +half4 CalculateFinalColor(LightingData lightingData, half alpha) +{ + half3 finalColor = CalculateLightingColor(lightingData, 1); + + return half4(finalColor, alpha); +} + +half4 CalculateFinalColor(LightingData lightingData, half3 albedo, half alpha, float fogCoord) +{ +#if defined(_FOG_FRAGMENT) +#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) + float viewZ = -fogCoord; + float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); + half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); +#else + half fogFactor = 0; +#endif +#else + half fogFactor = fogCoord; +#endif + half3 lightingColor = CalculateLightingColor(lightingData, albedo); + half3 finalColor = MixFog(lightingColor, fogFactor); + + return half4(finalColor, alpha); +} + +LightingData CreateLightingData(InputData inputData, SurfaceData surfaceData) +{ + LightingData lightingData; + + lightingData.giColor = inputData.bakedGI; + lightingData.emissionColor = surfaceData.emission; + lightingData.vertexLightingColor = 0; + lightingData.mainLightColor = 0; + lightingData.additionalLightsColor = 0; + + return lightingData; +} + +half3 CalculateBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + + float modifiedLightIntensity = CalculateCellShadingPartitioning(light.direction, toonShadingData); + + //half3 lightDiffuseColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS, modifiedLightIntensity); + half3 lightDiffuseColor = attenuatedLightColor * modifiedLightIntensity; + + half3 lightSpecularColor = half3(0, 0, 0); +#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) + half smoothness = exp2(10 * surfaceData.smoothness + 1); + + lightSpecularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness, toonShadingData); +#endif +#if _ALPHAPREMULTIPLY_ON + return lightDiffuseColor * surfaceData.albedo * surfaceData.alpha + lightSpecularColor; +#else + return lightDiffuseColor * surfaceData.albedo + lightSpecularColor; +#endif + +} + +/////////////////////////////////////////////////////////////////////////////// +// Fragment Functions // +// Used by ShaderGraph and others builtin renderers // +/////////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// +/// PBR lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ +#if defined(_SPECULARHIGHLIGHTS_OFF) + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + BRDFData brdfData; + + // NOTE: can modify "surfaceData"... + InitializeBRDFData(surfaceData, brdfData); + +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor)) + { + return debugColor; + } +#endif + // Clear-coat calculation... + BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData); + half4 shadowMask = CalculateShadowMask(inputData); + + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + + //if (toonShadingData.shadingAffectByNormalMap == 0) + //{ + // aoFactor.indirectAmbientOcclusion = 1; + // aoFactor.directAmbientOcclusion = 1; + //} + + + uint meshRenderingLayers = GetMeshRenderingLayer(); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + // NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below... + + half3 normal = inputData.normalWS; + if (toonShadingData.enableToonShading == 1 && toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + MixRealtimeAndBakedGI(mainLight, normal, inputData.bakedGI); + + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask, + inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS, + normal, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) +#endif + { + lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat, + mainLight, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + +#if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + +#if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + } +#endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + LIGHT_LOOP_END +#endif + +#if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse; +#endif + +#if REAL_IS_HALF + // Clamp any half.inf+ to HALF_MAX + return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX); +#else + return CalculateFinalColor(lightingData, surfaceData.alpha); +#endif +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, + half smoothness, half occlusion, half3 emission, half alpha, ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = albedo; + surfaceData.specular = specular; + surfaceData.metallic = metallic; + surfaceData.smoothness = smoothness; + surfaceData.normalTS = half3(0, 0, 1); + surfaceData.emission = emission; + surfaceData.occlusion = occlusion; + surfaceData.alpha = alpha; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + return UniversalFragmentPBR(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Phong lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData, ToonShadingData toonShadingData) +{ +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } +#endif + + uint meshRenderingLayers = GetMeshRenderingLayer(); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor); + + inputData.bakedGI *= surfaceData.albedo; + + LightingData lightingData = CreateLightingData(inputData, surfaceData); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) +#endif + { + lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData, toonShadingData); + } + +#if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + +#if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + } +#endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + LIGHT_LOOP_END +#endif + +#if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo; +#endif + + return CalculateFinalColor(lightingData, surfaceData.alpha); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS, ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = diffuse; + surfaceData.alpha = alpha; + surfaceData.emission = emission; + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = smoothness; + surfaceData.specular = specularGloss.rgb; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBlinnPhong(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Unlit +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBakedLit(InputData inputData, SurfaceData surfaceData) +{ +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } +#endif + + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION)) + { + lightingData.giColor *= aoFactor.indirectAmbientOcclusion; + } + + return CalculateFinalColor(lightingData, surfaceData.albedo, surfaceData.alpha, inputData.fogCoord); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBakedLit(InputData inputData, half3 color, half alpha, half3 normalTS) +{ + SurfaceData surfaceData; + + surfaceData.albedo = color; + surfaceData.alpha = alpha; + surfaceData.emission = half3(0, 0, 0); + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = 1; + surfaceData.specular = half3(0, 0, 0); + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBakedLit(inputData, surfaceData); +} + +#endif diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl.meta new file mode 100644 index 000000000..ff5e1e46f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 300760cbabfe973489f2dd97ef8399ae +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2022.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl new file mode 100644 index 000000000..5564349f8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl @@ -0,0 +1,610 @@ +#ifndef UNIVERSAL_LIGHTING_INCLUDED +#define UNIVERSAL_LIGHTING_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + +#if defined(LIGHTMAP_ON) + #define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index + #define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw; + #define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) + #define OUTPUT_SH(normalWS, OUT) +#else + #define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index + #define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) + #ifdef USE_APV_PROBE_OCCLUSION + #define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) OUT.xyz = SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir, OUT_OCCLUSION) + #else + #define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) OUT.xyz = SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir) + #endif + // Note: This is the legacy function, which does not support APV. + // Kept to avoid breaking shaders still calling it (UUM-37723) + #define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS) +#endif + + + +/////////////////////////////////////////////////////////////////////////////// +// Lighting Functions // +/////////////////////////////////////////////////////////////////////////////// +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal) +{ + half NdotL = saturate(dot(normal, lightDir)); + return lightColor * NdotL; +} + + +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal, half modifiedLightIntensity) +{ + return lightColor * modifiedLightIntensity; +} + +//half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness) +//{ +// float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); +// half NdotH = half(saturate(dot(normal, halfVec))); +// half modifier = pow(float(NdotH), float(smoothness)); // Half produces banding, need full precision +// // NOTE: In order to fix internal compiler error on mobile platforms, this needs to be float3 +// float3 specularReflection = specular.rgb * modifier; +// return lightColor * specularReflection; +//} + +half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness, ToonShadingData toonShadingData) +{ + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + + if (toonShadingData.enableToonShading == 1) + { + if (toonShadingData.specularAffectedByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + else + { + normal = toonShadingData.normalWS; + } + } + + + half NdotH = saturate(dot(normal, halfVec)); + half modifier = pow(NdotH, smoothness); + half3 specularReflection; + if (toonShadingData.enableToonShading == 1) + { + //if (toonShadingData.specularEdgeSmoothness < 1) + //{ + // specularReflection = specular.rgb * modifier; + // specularReflection = smoothstep(0.01, 0.01 + toonShadingData.specularEdgeSmoothness, specularReflection); + //} + //else + //{ + + // specularReflection = specular.rgb * modifier; + //} + + specularReflection = PosterizeShifted(saturate(specular.rgb) * modifier, toonShadingData); + + } + else + { + specularReflection = saturate(specular.rgb) * modifier; + } + + return lightColor * specularReflection; +} + + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, + half3 lightColor, half3 lightDirectionWS, float lightAttenuation, + half3 normalWS, half3 viewDirectionWS, + half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + toonShadingData.normalWS = normalWS; + + + //half NdotL = saturate(dot(normalWS, lightDirectionWS)); + half NdotL = CalculateCellShadingPartitioning(lightDirectionWS, toonShadingData); + half3 radiance = lightColor * (lightAttenuation * NdotL); + + half3 brdf = brdfData.diffuse; +#ifndef _SPECULARHIGHLIGHTS_OFF + [branch] + if (!specularHighlightsOff) + { + //original: + //brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS); + + half3 specularNormal; + if (toonShadingData.specularAffectedByNormalMap == 1) + { + specularNormal = normalWS; + } + else + { + specularNormal = toonShadingData.normalWSNoMap; + } + half3 specular = brdfData.specular * DirectBRDFSpecular(brdfData, specularNormal, lightDirectionWS, viewDirectionWS); + if (toonShadingData.enableToonShading == 1) + { + //specular = specular / brdfData.normalizationTerm; + specular = PosterizeShifted(specular, toonShadingData); + // specular = specular * brdfData.normalizationTerm; + } + brdf += specular; + +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + // Clear coat evaluates the specular a second timw and has some common terms with the base specular. + // We rely on the compiler to merge these and compute them only once. + half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS); + + // Mix clear coat and base layer using khronos glTF recommended formula + // https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md + // Use NoV for direct too instead of LoH as an optimization (NoV is light invariant). + half NoV = saturate(dot(normalWS, viewDirectionWS)); + // Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization. + // It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct) + half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV); + + brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask; +#endif // _CLEARCOAT + } +#endif // _SPECULARHIGHLIGHTS_OFF + + return brdf * radiance; +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff, toonShadingData); +} + +// Backwards compatibility +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ +#ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff, toonShadingData); +} + +half3 VertexLighting(float3 positionWS, half3 normalWS) +{ + half3 vertexLightColor = half3(0.0, 0.0, 0.0); + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + uint lightsCount = GetAdditionalLightsCount(); + uint meshRenderingLayers = GetMeshRenderingLayer(); + + LIGHT_LOOP_BEGIN(lightsCount) + Light light = GetAdditionalLight(lightIndex, positionWS); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + half3 lightColor = light.color * light.distanceAttenuation; + vertexLightColor += LightingLambert(lightColor, light.direction, normalWS); + } + + LIGHT_LOOP_END +#endif + + return vertexLightColor; +} + +struct LightingData +{ + half3 giColor; + half3 mainLightColor; + half3 additionalLightsColor; + half3 vertexLightingColor; + half3 emissionColor; +}; + +half3 CalculateLightingColor(LightingData lightingData, half3 albedo) +{ + half3 lightingColor = 0; + + if (IsOnlyAOLightingFeatureEnabled()) + { + return lightingData.giColor; // Contains white + AO + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION)) + { + lightingColor += lightingData.giColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT)) + { + lightingColor += lightingData.mainLightColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS)) + { + lightingColor += lightingData.additionalLightsColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING)) + { + lightingColor += lightingData.vertexLightingColor; + } + + lightingColor *= albedo; + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_EMISSION)) + { + lightingColor += lightingData.emissionColor; + } + + return lightingColor; +} + +half4 CalculateFinalColor(LightingData lightingData, half alpha) +{ + half3 finalColor = CalculateLightingColor(lightingData, 1); + + return half4(finalColor, alpha); +} + +half4 CalculateFinalColor(LightingData lightingData, half3 albedo, half alpha, float fogCoord) +{ +#if defined(_FOG_FRAGMENT) +#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) + float viewZ = -fogCoord; + float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); + half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); +#else + half fogFactor = 0; +#endif +#else + half fogFactor = fogCoord; +#endif + half3 lightingColor = CalculateLightingColor(lightingData, albedo); + half3 finalColor = MixFog(lightingColor, fogFactor); + + return half4(finalColor, alpha); +} + +LightingData CreateLightingData(InputData inputData, SurfaceData surfaceData) +{ + LightingData lightingData; + + lightingData.giColor = inputData.bakedGI; + lightingData.emissionColor = surfaceData.emission; + lightingData.vertexLightingColor = 0; + lightingData.mainLightColor = 0; + lightingData.additionalLightsColor = 0; + + return lightingData; +} + +half3 CalculateBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData, + ToonShadingData toonShadingData) +{ + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + + float modifiedLightIntensity = CalculateCellShadingPartitioning(light.direction, toonShadingData); + + half3 lightDiffuseColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS, modifiedLightIntensity); + + half3 lightSpecularColor = half3(0, 0, 0); +#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) + half smoothness = exp2(10 * surfaceData.smoothness + 1); + + lightSpecularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness, toonShadingData); + +#endif + +#if _ALPHAPREMULTIPLY_ON + return lightDiffuseColor * surfaceData.albedo * surfaceData.alpha + lightSpecularColor; +#else + return lightDiffuseColor * surfaceData.albedo + lightSpecularColor; +#endif +} + +/////////////////////////////////////////////////////////////////////////////// +// Fragment Functions // +// Used by ShaderGraph and others builtin renderers // +/////////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// +/// PBR lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData, + ToonShadingData toonShadingData) +{ +#if defined(_SPECULARHIGHLIGHTS_OFF) + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + BRDFData brdfData; + + // NOTE: can modify "surfaceData"... + InitializeBRDFData(surfaceData, brdfData); + +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor)) + { + return debugColor; + } +#endif + + // Clear-coat calculation... + BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + uint meshRenderingLayers = GetMeshRenderingLayer(); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + + half3 normal = inputData.normalWS; + if (toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + + // NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below... + MixRealtimeAndBakedGI(mainLight, normal, inputData.bakedGI); + + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask, + inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS, + normal, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) +#endif + { + lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat, + mainLight, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + +#if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + +#if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + } +#endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + LIGHT_LOOP_END +#endif + +#if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse; +#endif + +#if REAL_IS_HALF + // Clamp any half.inf+ to HALF_MAX + return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX); +#else + return CalculateFinalColor(lightingData, surfaceData.alpha); +#endif +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, + half smoothness, half occlusion, half3 emission, half alpha, + ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = albedo; + surfaceData.specular = specular; + surfaceData.metallic = metallic; + surfaceData.smoothness = smoothness; + surfaceData.normalTS = half3(0, 0, 1); + surfaceData.emission = emission; + surfaceData.occlusion = occlusion; + surfaceData.alpha = alpha; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + return UniversalFragmentPBR(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Phong lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData, + ToonShadingData toonShadingData) +{ +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } +#endif + + uint meshRenderingLayers = GetMeshRenderingLayer(); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor); + + inputData.bakedGI *= surfaceData.albedo; + + LightingData lightingData = CreateLightingData(inputData, surfaceData); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) +#endif + { + lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData, toonShadingData); + } + +#if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + +#if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + } +#endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + LIGHT_LOOP_END +#endif + +#if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo; +#endif + + return CalculateFinalColor(lightingData, surfaceData.alpha); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS, + ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = diffuse; + surfaceData.alpha = alpha; + surfaceData.emission = emission; + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = smoothness; + surfaceData.specular = specularGloss.rgb; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBlinnPhong(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Unlit +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBakedLit(InputData inputData, SurfaceData surfaceData) +{ +#if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } +#endif + + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION)) + { + lightingData.giColor *= aoFactor.indirectAmbientOcclusion; + } + + return CalculateFinalColor(lightingData, surfaceData.albedo, surfaceData.alpha, inputData.fogCoord); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBakedLit(InputData inputData, half3 color, half alpha, half3 normalTS) +{ + SurfaceData surfaceData; + + surfaceData.albedo = color; + surfaceData.alpha = alpha; + surfaceData.emission = half3(0, 0, 0); + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = 1; + surfaceData.specular = half3(0, 0, 0); + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBakedLit(inputData, surfaceData); +} + +#endif diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl.meta new file mode 100644 index 000000000..7f193ff0a --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 3aa2dfcb8a639dd4c960529ee4789b91 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon2023.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl new file mode 100644 index 000000000..12e1c6cf3 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl @@ -0,0 +1,625 @@ +#ifndef UNIVERSAL_LIGHTING_INCLUDED +#define UNIVERSAL_LIGHTING_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + +#if defined(LIGHTMAP_ON) + #define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index + #define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw; + #define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) + #define OUTPUT_SH(normalWS, OUT) +#else + #define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index + #define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) + #ifdef USE_APV_PROBE_OCCLUSION + #define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) OUT.xyz = SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir, OUT_OCCLUSION) + #else + #define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) OUT.xyz = SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir) + #endif + // Note: This is the legacy function, which does not support APV. + // Kept to avoid breaking shaders still calling it (UUM-37723) + #define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS) +#endif + +/////////////////////////////////////////////////////////////////////////////// +// Lighting Functions // +/////////////////////////////////////////////////////////////////////////////// +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal) +{ + half NdotL = saturate(dot(normal, lightDir)); + return lightColor * NdotL; +} + +half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal, half modifiedLightIntensity) +{ + return lightColor * modifiedLightIntensity; +} + + +//half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness) +//{ +// float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); +// half NdotH = half(saturate(dot(normal, halfVec))); +// half modifier = pow(float(NdotH), float(smoothness)); // Half produces banding, need full precision +// // NOTE: In order to fix internal compiler error on mobile platforms, this needs to be float3 +// float3 specularReflection = specular.rgb * modifier; +// return lightColor * specularReflection; +//} + +half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness, ToonShadingData toonShadingData) +{ + float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir)); + + if (toonShadingData.enableToonShading == 1) + { + if (toonShadingData.specularAffectedByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + else + { + normal = toonShadingData.normalWS; + } + } + + + half NdotH = saturate(dot(normal, halfVec)); + half modifier = pow(NdotH, smoothness); + half3 specularReflection; + if (toonShadingData.enableToonShading == 1) + { + //if (toonShadingData.specularEdgeSmoothness < 1) + //{ + // specularReflection = specular.rgb * modifier; + // specularReflection = smoothstep(0.01, 0.01 + toonShadingData.specularEdgeSmoothness, specularReflection); + //} + //else + //{ + + // specularReflection = specular.rgb * modifier; + //} + + specularReflection = PosterizeShifted(saturate(specular.rgb) * modifier, toonShadingData); + + } + else + { + specularReflection = saturate(specular.rgb) * modifier; + } + + return lightColor * specularReflection; +} + + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, + half3 lightColor, half3 lightDirectionWS, float lightAttenuation, + half3 normalWS, half3 viewDirectionWS, + half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + toonShadingData.normalWS = normalWS; + + + //half NdotL = saturate(dot(normalWS, lightDirectionWS)); + half NdotL = CalculateCellShadingPartitioning(lightDirectionWS, toonShadingData); + half3 radiance = lightColor * (lightAttenuation * NdotL); + + half3 brdf = brdfData.diffuse; +#ifndef _SPECULARHIGHLIGHTS_OFF + [branch] + if (!specularHighlightsOff) + { + //original: + //brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS); + + half3 specularNormal; + if (toonShadingData.specularAffectedByNormalMap == 1) + { + specularNormal = normalWS; + } + else + { + specularNormal = toonShadingData.normalWSNoMap; + } + half3 specular = brdfData.specular * DirectBRDFSpecular(brdfData, specularNormal, lightDirectionWS, viewDirectionWS); + if (toonShadingData.enableToonShading == 1) + { + //specular = specular / brdfData.normalizationTerm; + specular = PosterizeShifted(specular, toonShadingData); + // specular = specular * brdfData.normalizationTerm; + } + brdf += specular; + +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + // Clear coat evaluates the specular a second timw and has some common terms with the base specular. + // We rely on the compiler to merge these and compute them only once. + half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS); + + // Mix clear coat and base layer using khronos glTF recommended formula + // https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md + // Use NoV for direct too instead of LoH as an optimization (NoV is light invariant). + half NoV = saturate(dot(normalWS, viewDirectionWS)); + // Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization. + // It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct) + half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV); + + brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask; +#endif // _CLEARCOAT + } +#endif // _SPECULARHIGHLIGHTS_OFF + + return brdf * radiance; +} + +half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff, toonShadingData); +} + +// Backwards compatibility +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ +#ifdef _SPECULARHIGHLIGHTS_OFF + bool specularHighlightsOff = true; +#else + bool specularHighlightsOff = false; +#endif + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + const BRDFData noClearCoat = (BRDFData) 0; + return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff, toonShadingData); +} + +half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff, + ToonShadingData toonShadingData) +{ + Light light; + light.color = lightColor; + light.direction = lightDirectionWS; + light.distanceAttenuation = lightAttenuation; + light.shadowAttenuation = 1; + return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff, toonShadingData); +} + +half3 VertexLighting(float3 positionWS, half3 normalWS) +{ + half3 vertexLightColor = half3(0.0, 0.0, 0.0); + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + uint lightsCount = GetAdditionalLightsCount(); + uint meshRenderingLayers = GetMeshRenderingLayer(); + + LIGHT_LOOP_BEGIN(lightsCount) + Light light = GetAdditionalLight(lightIndex, positionWS); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + half3 lightColor = light.color * light.distanceAttenuation; + vertexLightColor += LightingLambert(lightColor, light.direction, normalWS); + } + + LIGHT_LOOP_END +#endif + + return vertexLightColor; +} + +struct LightingData +{ + half3 giColor; + half3 mainLightColor; + half3 additionalLightsColor; + half3 vertexLightingColor; + half3 emissionColor; +}; + +half3 CalculateLightingColor(LightingData lightingData, half3 albedo) +{ + half3 lightingColor = 0; + + if (IsOnlyAOLightingFeatureEnabled()) + { + return lightingData.giColor; // Contains white + AO + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION)) + { + lightingColor += lightingData.giColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT)) + { + lightingColor += lightingData.mainLightColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS)) + { + lightingColor += lightingData.additionalLightsColor; + } + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING)) + { + lightingColor += lightingData.vertexLightingColor; + } + + lightingColor *= albedo; + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_EMISSION)) + { + lightingColor += lightingData.emissionColor; + } + + return lightingColor; +} + +half4 CalculateFinalColor(LightingData lightingData, half alpha) +{ + half3 finalColor = CalculateLightingColor(lightingData, 1); + + return half4(finalColor, alpha); +} + +half4 CalculateFinalColor(LightingData lightingData, half3 albedo, half alpha, float fogCoord) +{ + half fogFactor = 0; + #if defined(_FOG_FRAGMENT) + bool anyFogEnabled = false; + + #if defined(FOG_LINEAR_KEYWORD_DECLARED) + if (FOG_LINEAR) + anyFogEnabled = true; + #endif + + #if defined(FOG_EXP_KEYWORD_DECLARED) + if (FOG_EXP) + anyFogEnabled = true; + #endif + + #if defined(FOG_EXP2_KEYWORD_DECLARED) + if (FOG_EXP2) + anyFogEnabled = true; + #endif + + if (anyFogEnabled) + { + float viewZ = -fogCoord; + float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); + fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); + } + #else // #if defined(_FOG_FRAGMENT) + fogFactor = fogCoord; + #endif // #if defined(_FOG_FRAGMENT) + half3 lightingColor = CalculateLightingColor(lightingData, albedo); + half3 finalColor = MixFog(lightingColor, fogFactor); + + return half4(finalColor, alpha); +} + +LightingData CreateLightingData(InputData inputData, SurfaceData surfaceData) +{ + LightingData lightingData; + + lightingData.giColor = inputData.bakedGI; + lightingData.emissionColor = surfaceData.emission; + lightingData.vertexLightingColor = 0; + lightingData.mainLightColor = 0; + lightingData.additionalLightsColor = 0; + + return lightingData; +} + +half3 CalculateBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData, + ToonShadingData toonShadingData) +{ + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + + float modifiedLightIntensity = CalculateCellShadingPartitioning(light.direction, toonShadingData); + + half3 lightDiffuseColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS, modifiedLightIntensity); + + half3 lightSpecularColor = half3(0, 0, 0); +#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) + half smoothness = exp2(10 * surfaceData.smoothness + 1); + + lightSpecularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness, toonShadingData); + +#endif + +#if _ALPHAPREMULTIPLY_ON + return lightDiffuseColor * surfaceData.albedo * surfaceData.alpha + lightSpecularColor; +#else + return lightDiffuseColor * surfaceData.albedo + lightSpecularColor; +#endif +} + + +/////////////////////////////////////////////////////////////////////////////// +// Fragment Functions // +// Used by ShaderGraph and others builtin renderers // +/////////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// +/// PBR lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData, + ToonShadingData toonShadingData) +{ + #if defined(_SPECULARHIGHLIGHTS_OFF) + bool specularHighlightsOff = true; + #else + bool specularHighlightsOff = false; + #endif + BRDFData brdfData; + + // NOTE: can modify "surfaceData"... + InitializeBRDFData(surfaceData, brdfData); + + #if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor)) + { + return debugColor; + } + #endif + + // Clear-coat calculation... + BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + uint meshRenderingLayers = GetMeshRenderingLayer(); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + + half3 normal = inputData.normalWS; + if (toonShadingData.shadingAffectByNormalMap == 0) + { + normal = toonShadingData.normalWSNoMap; + } + + + // NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below... + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI); + + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask, + inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) +#endif + { + lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat, + mainLight, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + + #if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + + #if USE_CLUSTER_LIGHT_LOOP + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + } + #endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); + +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light, + inputData.normalWS, inputData.viewDirectionWS, + surfaceData.clearCoatMask, specularHighlightsOff, toonShadingData); + } + LIGHT_LOOP_END + #endif + + #if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse; + #endif + +#if REAL_IS_HALF + // Clamp any half.inf+ to HALF_MAX + return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX); +#else + return CalculateFinalColor(lightingData, surfaceData.alpha); +#endif +} + + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, + half smoothness, half occlusion, half3 emission, half alpha, + ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = albedo; + surfaceData.specular = specular; + surfaceData.metallic = metallic; + surfaceData.smoothness = smoothness; + surfaceData.normalTS = half3(0, 0, 1); + surfaceData.emission = emission; + surfaceData.occlusion = occlusion; + surfaceData.alpha = alpha; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + return UniversalFragmentPBR(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Phong lighting... +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData, + ToonShadingData toonShadingData) +{ + #if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } + #endif + + uint meshRenderingLayers = GetMeshRenderingLayer(); + half4 shadowMask = CalculateShadowMask(inputData); + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + Light mainLight = GetMainLight(inputData, shadowMask, aoFactor); + + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor); + + inputData.bakedGI *= surfaceData.albedo; + + LightingData lightingData = CreateLightingData(inputData, surfaceData); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) +#endif + { + lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData, toonShadingData); + } + + #if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + + #if USE_CLUSTER_LIGHT_LOOP + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + } + #endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) +#endif + { + lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData, toonShadingData); + } + LIGHT_LOOP_END + #endif + + #if defined(_ADDITIONAL_LIGHTS_VERTEX) + lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo; + #endif + + return CalculateFinalColor(lightingData, surfaceData.alpha); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS, + ToonShadingData toonShadingData) +{ + SurfaceData surfaceData; + + surfaceData.albedo = diffuse; + surfaceData.alpha = alpha; + surfaceData.emission = emission; + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = smoothness; + surfaceData.specular = specularGloss.rgb; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBlinnPhong(inputData, surfaceData, toonShadingData); +} + +//////////////////////////////////////////////////////////////////////////////// +/// Unlit +//////////////////////////////////////////////////////////////////////////////// +half4 UniversalFragmentBakedLit(InputData inputData, SurfaceData surfaceData) +{ + #if defined(DEBUG_DISPLAY) + half4 debugColor; + + if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) + { + return debugColor; + } + #endif + + AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData); + LightingData lightingData = CreateLightingData(inputData, surfaceData); + + if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION)) + { + lightingData.giColor *= aoFactor.indirectAmbientOcclusion; + } + + return CalculateFinalColor(lightingData, surfaceData.albedo, surfaceData.alpha, inputData.fogCoord); +} + +// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments... +half4 UniversalFragmentBakedLit(InputData inputData, half3 color, half alpha, half3 normalTS) +{ + SurfaceData surfaceData; + + surfaceData.albedo = color; + surfaceData.alpha = alpha; + surfaceData.emission = half3(0, 0, 0); + surfaceData.metallic = 0; + surfaceData.occlusion = 1; + surfaceData.smoothness = 1; + surfaceData.specular = half3(0, 0, 0); + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + surfaceData.normalTS = normalTS; + + return UniversalFragmentBakedLit(inputData, surfaceData); +} + +#endif diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl.meta new file mode 100644 index 000000000..8150302fe --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 7dfc426d10ce4cf4a8f9d13115f10d8f +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/ModifiedLightingFunctions/URP/LightingModifiedForToon6p3.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl new file mode 100644 index 000000000..b678fa2ea --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl @@ -0,0 +1,3329 @@ +#ifndef THETOONSHADER_FUNCTION +#define THETOONSHADER_FUNCTION + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +struct GeneralStylingData +{ + half enableDistanceFade; + float distanceFadeStartDistance; + float distanceFadeFalloff; + half adjustDistanceFadeValue; + float distanceFadeValue; +}; + + +struct StylingData +{ + half isEnabled; + half style; + half type; + float4 color; + float rotation; + float rotationBetweenCells; + float density; + float offset; + float size; + float sizeControl; + float sizeFalloff; + float roundness; + float roundnessFalloff; + float hardness; + float opacity; + float opacityFalloff; + + + float dashEnabled; + float dashType; + float dashLength; + float dashDensity; + float dashTransitionPosition; + float dashTransitionSoftness; + float dashRoundness; + float dashOffset; +}; + +struct StylingRandomData +{ + float enableRandomizer; + float perlinNoiseSize; + float perlinNoiseSeed; + float whiteNoiseSeed; + + float noiseIntensity; + + half spacingRandomMode; + float spacingRandomIntensity; + + half opacityRandomMode; + float opacityRandomIntensity; + + half lengthRandomMode; + float lengthRandomIntensity; + + half hardnessRandomMode; + float hardnessRandomIntensity; + + half thicknessRandomMode; + float thicknesshRandomIntensity; + + + + +}; + +struct AdditionalStylingSpecularData +{ + +}; + +struct AdditionalStylingRimData +{ + +}; + +struct PositionAndBlendingData +{ + half position; + half blending; + half isInverted; +}; + +struct UVSets +{ + float2 uv0; + float2 uv1; + float2 uv2; + float2 uv3; +}; + +struct UVSpaceData +{ + half drawSpace; + half uvSet; + half coordinateSystem; + half polarCenterMode; + float4 polarCenter; + half sSCameraDistanceScaled; + half anchorSSToObjectsOrigin; +}; + + +struct NoiseSampleData +{ + float perlinNoise; + + + float perlinNoiseFloored; + float whiteNoise; + float whiteNoiseFloored; +}; + +struct RequiredNoiseData +{ + bool perlinNoise; + bool perlinNoiseFloored; + bool whiteNoise; + bool whiteNoiseFloored; +}; + + +#define UNITY_TWO_PI 6.28318530718f + +float shiftLinear( +float ll0, float lll0 +) +{ + float llll0 = (ll0 - lll0) / max(lll0 + 1.0, 1e-6); + float lllll0 = (ll0 - lll0) / max(1.0 - lll0, 1e-6); + return lerp(llll0, lllll0, step(lll0, ll0)); +} +float sum( +float3 lllllll0 +) +{ + return dot(lllllll0, float3(1, 1, 1)); +} +float invLerp( +float lllllllll0, float llllllllll0, float ll0 +) +{ + return (ll0 - lllllllll0) / (llllllllll0 - lllllllll0); +} +float4 invLerp( +float4 lllllllll0, float4 llllllllll0, float4 ll0 +) +{ + return (ll0 - lllllllll0) / (llllllllll0 - lllllllll0); +} +float remap( +float lllllllllllllllll0, float llllllllllllllllll0, float lllllllllllllllllll0, float llllllllllllllllllll0, float ll0 +) +{ + float llllllllllllllllllllll0 = invLerp(lllllllllllllllll0, llllllllllllllllll0, ll0); + return lerp(lllllllllllllllllll0, llllllllllllllllllll0, llllllllllllllllllllll0); +} +float2 GetScreenUV( +float2 llllllllllllllllllllllll0, float lllllllllllllllllllllllll0 +) +{ +#if _URP + float4 llllllllllllllllllllllllll0 = TransformObjectToHClip(float3(0, 0, 0)); +#else + float4 llllllllllllllllllllllllll0 = UnityObjectToClipPos(float3(0, 0, 0)); +#endif + float2 llllllllllllllllllllllllllll0 = float2(llllllllllllllllllllllll0.x, llllllllllllllllllllllll0.y); + float lllllllllllllllllllllllllllll0 = _ScreenParams.y / _ScreenParams.x; + llllllllllllllllllllllllllll0.x -= llllllllllllllllllllllllll0.x / (llllllllllllllllllllllllll0.w); + llllllllllllllllllllllllllll0.y -= llllllllllllllllllllllllll0.y / (llllllllllllllllllllllllll0.w); + llllllllllllllllllllllllllll0.y *= lllllllllllllllllllllllllllll0; + llllllllllllllllllllllllllll0 *= 1 / lllllllllllllllllllllllll0; + llllllllllllllllllllllllllll0 *= llllllllllllllllllllllllll0.z; + return llllllllllllllllllllllllllll0; +}; +float2 toPolar( +float2 lllllllllllllllllllllllllllllll0 +) +{ + float l1 = length(lllllllllllllllllllllllllllllll0); + float ll1 = atan2(lllllllllllllllllllllllllllllll0.y, lllllllllllllllllllllllllllllll0.x); + return float2(ll1 / UNITY_TWO_PI, l1); +} +float2 ConvertToDrawSpace( +#if _URP + InputData inputData, +#else + float3 llll1, + float3 lllll1, +#endif +float2 lllllllll1, UVSpaceData uvSpaceData, float4 llllllllllllllllllllllllllll0, UVSets uvSets +) +{ +#if _URP + float3 llll1 = inputData.positionWS; + float3 lllll1 = inputData.normalWS; +#endif + if (uvSpaceData.drawSpace == 0) + { + if (uvSpaceData.uvSet == 0.0) + { + lllllllll1 = uvSets.uv0; + } + else if (uvSpaceData.uvSet == 1.0) + { + lllllllll1 = uvSets.uv1; + } + else if (uvSpaceData.uvSet == 2.0) + { + lllllllll1 = uvSets.uv2; + } + else if (uvSpaceData.uvSet == 3.0) + { + lllllllll1 = uvSets.uv3; + } + } + else if (uvSpaceData.drawSpace == 1) + { + float4 llllllllllllllllllllllll0 = mul(UNITY_MATRIX_VP, float4(llll1, 1.0)); + float4 llllllllllllll1 = ComputeScreenPos(llllllllllllllllllllllll0); + lllllllll1 = ((llllllllllllll1.xy) / llllllllllllll1.w); + if (uvSpaceData.anchorSSToObjectsOrigin) + { + float4 lllllllllllllll1 = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos, 1.0)); + float2 llllllllllllllll1 = lllllllllllllll1.xy / lllllllllllllll1.w; + float2 lllllllllllllllll1 = llllllllllllllllllllllllllll0.xy; + lllllllll1 = lllllllll1 - lllllllllllllllll1; + } + } + else if (uvSpaceData.drawSpace == 2) + { + float3 lllllllllllllllllll1 = abs(lllll1); + if (lllllllllllllllllll1.x > lllllllllllllllllll1.y && lllllllllllllllllll1.x > lllllllllllllllllll1.z) + { + lllllllll1 = llll1.yz; + } + else if (lllllllllllllllllll1.y > lllllllllllllllllll1.z) + { + lllllllll1 = llll1.xz; + } + else + { + lllllllll1 = llll1.xy; + } + } + if (uvSpaceData.coordinateSystem == 1) + { + if (uvSpaceData.drawSpace == 1) + { + if (uvSpaceData.polarCenterMode == 0) + { + lllllllll1.xy -= uvSpaceData.polarCenter.xy; + } + else + { + uvSpaceData.polarCenter.a = 1; + float4 llllllllllllllllllll1 = mul(UNITY_MATRIX_VP, uvSpaceData.polarCenter); + float4 lllllllllllllllllllll1 = ComputeScreenPos(llllllllllllllllllll1); + float2 llllllllllllllllllllll1 = lllllllllllllllllllll1.xy / lllllllllllllllllllll1.w; + lllllllll1.xy -= llllllllllllllllllllll1; + } + } + else + { + lllllllll1.xy -= uvSpaceData.polarCenter.xy; + } + } + if (uvSpaceData.coordinateSystem == 1) + { + lllllllll1 = toPolar(lllllllll1); + } + if (uvSpaceData.drawSpace == 1) + { + if (uvSpaceData.sSCameraDistanceScaled == 1) + { + float3 lllllllllllllllllllllll1 = mul(UNITY_MATRIX_M, float4(0, 0, 0, 1.0)).xyz; + lllllllll1.xy *= distance(_WorldSpaceCameraPos, lllllllllllllllllllllll1); + } + float llllllllllllllllllllllll1 = _ScreenParams.x / _ScreenParams.y; + lllllllll1.x *= llllllllllllllllllllllll1; + } + return lllllllll1; +} +float CalculateSpecularMaskSkipDot( +float llllllllllllllllllllllllll1, float3 lllllllllllllllllllllllllll1, float llllllllllllllllllllllllllll1, float lllllllllllllllllllllllllllll1, float llllllllllllllllllllllllllllll1 +) +{ + float lllllllllllllllllllllllllllllll1 = 0; + float l2 = (1 - (llllllllllllllllllllllllllll1)) * 10; + llllllllllllllllllllllllll1 = max(llllllllllllllllllllllllll1, 0); + float ll2 = pow(llllllllllllllllllllllllll1, l2 * l2); + float lll2 = smoothstep(0.8, 0.8 + lllllllllllllllllllllllllllll1 / 1, ll2); + lllllllllllllllllllllllllllllll1 = lll2 * llllllllllllllllllllllllllllll1 * 5; + return lllllllllllllllllllllllllllllll1; +} +float CalculateSpecularMask( +float3 lllll2, float3 llllll2, float3 lllllllllllllllllllllllllll1, float llllllllllllllllllllllllllll1, float lllllllllllllllllllllllllllll1, float llllllllllllllllllllllllllllll1 +) +{ + float lllllllllllllllllllllllllllllll1 = 0; + float3 llllllllllll2 = normalize(llllll2 + lllllllllllllllllllllllllll1); + float llllllllllllllllllllllllll1 = dot(lllll2, llllllllllll2); + lllllllllllllllllllllllllllllll1 = CalculateSpecularMaskSkipDot(llllllllllllllllllllllllll1, lllllllllllllllllllllllllll1, llllllllllllllllllllllllllll1, lllllllllllllllllllllllllllll1, llllllllllllllllllllllllllllll1); + return lllllllllllllllllllllllllllllll1; +} +float CalculateRimMask( +float3 lllllllllllllllllllllllllll3, float3 lllllllllllllllllllllllllll1, float lllllllllllllllllllllllllllll3, float llllllllllllllllllllllllllllll3, float llllllllllllllllllllllllllllll1, + half l4, half ll4, half lll4, float llll4 +) +{ + float lllll4 = 0; + float llllll4 = saturate(1 - dot(lllllllllllllllllllllllllll1, lllllllllllllllllllllllllll3)); + lllllllllllllllllllllllllllll3 = 1 - lllllllllllllllllllllllllllll3; + float lllllll4 = smoothstep(saturate(lllllllllllllllllllllllllllll3 - llllllllllllllllllllllllllllll3), lllllllllllllllllllllllllllll3, llllll4); + if ((l4 == 0 && llllllllllllllllllllllllllllll1 > 0.0 && ((llll4 >= 0 || ll4 == 0) || lll4 == 0)) + || (l4 == 1 && (llllllllllllllllllllllllllllll1 <= 0.0 || (llll4 <= 2 && ll4 == 1))) + || l4 == 2) + { + if (l4 == 1) + { + float llllllll4 = llllllllllllllllllllllllllllll1; + if (ll4) + { + if (llllllllllllllllllllllllllllll1 > 0) + { + llllllllllllllllllllllllllllll1 *= llll4; + } + } + { + float lllllllll4 = 1 - abs(min(llllllllllllllllllllllllllllll1 * 2, 0)); + if (llllllll4 > 0) + { + lllllllll4 = llll4; + } + lllll4 = lllllll4 * (1 - lllllllll4); + } + } + else if (l4 == 0) + { + lllll4 = lllllll4 * (llllllllllllllllllllllllllllll1 * 2) * (llll4); + } + else if (l4 == 2) + { + lllll4 = lllllll4; + } + } + return lllll4; +} +float CalculateRimMask2( +float3 lllllllllllllllllllllllllll3, float3 lllllllllllllllllllllllllll1, float lllllllllllllllllllllllllllll3, float llllllllllllllllllllllllllllll3, float llllllllllllllllllllllllllllll1, + half l4, half ll4, half lll4, float llll4 +) +{ + float lllll4 = 0; + float llllll4 = saturate(1 - dot(lllllllllllllllllllllllllll1, lllllllllllllllllllllllllll3)); + lllllllllllllllllllllllllllll3 = 1 - lllllllllllllllllllllllllllll3; + float lllllll4 = smoothstep(saturate(lllllllllllllllllllllllllllll3 - llllllllllllllllllllllllllllll3), lllllllllllllllllllllllllllll3, llllll4); + if ((l4 == 0 && llllllllllllllllllllllllllllll1 > 0.0 && ((llll4 >= 0 || ll4 == 0) || lll4 == 0)) + || (l4 == 1 && (llllllllllllllllllllllllllllll1 <= 0.0 || (llll4 <= 2 && ll4 == 1))) + || l4 == 2) + { + if (l4 == 1) + { + if (ll4) + { + lllll4 = lllllll4 * (1 - llll4); + } + else + { + float lllllllll4 = 1 - abs(min(llllllllllllllllllllllllllllll1 * 2, 0)); + float lllllll0 = lerp(0, lllllllll4 * 4, llllllllllllllllllllllllllllll3); + lllll4 = lllllll4 * (1 - lllllllll4); + } + } + else if (l4 == 2) + { + lllll4 = lllllll4; + } + else + { + lllll4 = lllllll4 * (llllllllllllllllllllllllllllll1 * 2) * (llll4); + } + } + return lllll4; +} +float2 RotateUV( +float2 lllllllll1, float ll1 +) +{ + float llllllllllllllllllllllllllll4 = radians(ll1); + float lllllllllllllllllllllllllllll4 = cos(llllllllllllllllllllllllllll4); + float llllllllllllllllllllllllllllll4 = sin(llllllllllllllllllllllllllll4); + float2 lllllllllllllllllllllllllllllll4; + lllllllllllllllllllllllllllllll4.x = lllllllll1.x * lllllllllllllllllllllllllllll4 - lllllllll1.y * llllllllllllllllllllllllllllll4; + lllllllllllllllllllllllllllllll4.y = lllllllll1.x * llllllllllllllllllllllllllllll4 + lllllllll1.y * lllllllllllllllllllllllllllll4; + return lllllllllllllllllllllllllllllll4; +} +float2 RotateUVRadians( +float2 lllllllll1, float lll5 +) +{ + float llllllllllllllllllllllllllll4 = lll5; + float lllllllllllllllllllllllllllll4 = cos(llllllllllllllllllllllllllll4); + float llllllllllllllllllllllllllllll4 = sin(llllllllllllllllllllllllllll4); + float2 lllllllllllllllllllllllllllllll4; + lllllllllllllllllllllllllllllll4.x = lllllllll1.x * lllllllllllllllllllllllllllll4 - lllllllll1.y * llllllllllllllllllllllllllllll4; + lllllllllllllllllllllllllllllll4.y = lllllllll1.x * llllllllllllllllllllllllllllll4 + lllllllll1.y * lllllllllllllllllllllllllllll4; + return lllllllllllllllllllllllllllllll4; +} +float CalculateHatchingDashContinuity( +float lllllllll5, float llllllllll5, float lllllllllll5 +) +{ + float llllllllllll5 = saturate(lllllllllll5); + float lllllllllllll5 = saturate(lllllllll5); + float llllllllllllll5 = max(llllllllll5, 0.0001); + float lllllllllllllll5 = saturate(lllllllllllll5 + llllllllllllll5); + float llllllllllllllll5 = lllllllllllllll5 - lllllllllllll5; + float lllllllllllllllll5 = 0.0; + if (llllllllllllllll5 <= 0.0001) + { + lllllllllllllllll5 = step(lllllllllllll5, llllllllllll5); + } + else + { + lllllllllllllllll5 = smoothstep(lllllllllllll5, lllllllllllllll5, llllllllllll5); + } + lllllllllllllllll5 *= lllllllllllllllll5; + return 1.0 - lllllllllllllllll5; +} +float CalculateHatchingDashSafeSpacingHalfWidth( +float lllllllllllllllllll5, float llllllllllllllllllll5, float lllllllllllllllllllll5, half llllllllllllllllllllll5 +) +{ + float lllllllllllllllllllllll5 = max(lllllllllllllllllll5, 0.0); + float llllllllllllllllllllllll5 = saturate(llllllllllllllllllll5); + float lllllllllllllllllllllllll5 = lllllllllllllllllll5 * (1.0 - llllllllllllllllllllllll5); + float llllllllllllllllllllllllll5 = llllllllllllllllllllll5 ? max(lllllllllllllllllllll5, 0.0) : 0.0; + float lllllllllllllllllllllllllll5 = 0.002; + lllllllllllllllllllllll5 += max(lllllllllllllllllllllllll5, llllllllllllllllllllllllll5) + lllllllllllllllllllllllllll5; + return min(lllllllllllllllllllllll5, 0.499); +} +float CalculateHatching1DMaskFromDistance( +float lllllllllllllllllllllllllllll5, float llllllllllllllllllllllllllllll5, float llllllllllllllllllll5, float l6, float ll6, float lll6, half llllllllllllllllllllll5 +) +{ + if (llllllllllllllllllllllllllllll5 <= 0.0) + { + return 0.0; + } + float llllllllllllllllllllllll5 = saturate(llllllllllllllllllll5); + float llllll6 = 1.0 - step(llllllllllllllllllllllllllllll5, lllllllllllllllllllllllllllll5); + float lllllll6 = llllllllllllllllllllllllllllll5 * (1.0 - llllllllllllllllllllllll5); + float llllllll6 = llllllllllllllllllllll5 ? max(lll6, 0.0) : 0.0; + if (abs(llllllllllllllllllllllllllllll5 - l6) < 0.00001 && abs(ll6 - 1.0) < 0.00001) + { + llllllll6 = 0.0; + } + if (!llllllllllllllllllllll5 || llllllll6 <= 0.0) + { + if (lllllll6 <= 0.000001) + { + return llllll6; + } + return 1.0 - smoothstep(llllllllllllllllllllllllllllll5 - lllllll6, llllllllllllllllllllllllllllll5, lllllllllllllllllllllllllllll5); + } + float lllllllll6 = max(lllllll6, min(llllllll6, llllllllllllllllllllllllllllll5)); + if (lllllllll6 <= 0.000001) + { + return llllll6; + } + return 1.0 - smoothstep(llllllllllllllllllllllllllllll5 - lllllllll6, llllllllllllllllllllllllllllll5, lllllllllllllllllllllllllllll5); +} +float ApplyHatchingDashMode( +float lllllllllll6, float llllllllllll6, float lllllllllllll6, float llllllllllllll6, float lllllllllllllll6, float llllllllllllllllllll5, +float lllllllllllllllllllll5, float llllllllllllllllll6, float lllllllllllllllllll6, float llllllllllllllllllll6, half llllllllllllllllllllll5 +) +{ + if (llllllllllllll6 <= 0.0) + { + return lllllllllll6; + } + float llllllllllllllllllllll6 = max(0.0, 0.5 - lllllllllllllll6); + float lllllllllllllllllllllll6 = 0.0; + if (llllllllllllllllllllll6 > 0.00001) + { + lllllllllllllllllllllll6 = smoothstep(0.0, 0.001, llllllllllllllllllllll6); + } + if (lllllllllllllllllll6 < 0.5) + { + if (lllllllllllllllllllllll6 <= 0.0) + { + return lllllllllll6; + } + float llllllllllllllllllllllll6 = CalculateHatching1DMaskFromDistance( + lllllllllllll6, + lllllllllllllll6, + llllllllllllllllllll5, + -1.0, + 0.0, + llllllllllllllllll6, + llllllllllllllllllllll5 + ); + float lllllllllllllllllllllllll6 = lllllllllll6 * llllllllllllllllllllllll6; + return lerp(lllllllllll6, lllllllllllllllllllllllll6, lllllllllllllllllllllll6); + } + float llllllllllllllllllllllllll6 = remap( + 0.0, 1.0, + max(min(llllllllllllll6, max(lllllllllllllll6, 0.0001)), 0.0001), + 0.0001, + saturate(llllllllllllllllllll5) + ); + float lllllllllllllllllllllllllll6 = llllllllllllllllllllll5 ? max(llllllllllllllllll6, 0.0) : 0.0; + llllllllllllllllllllllllll6 = max(llllllllllllllllllllllllll6, lllllllllllllllllllllllllll6 + 0.0001); + float llllllllllllllllllllllllllll6 = 0.5 + llllllllllllllllllllllllll6; + float lllllllllllllllllllllllllllll6 = lerp(llllllllllllllllllllllllllll6, lllllllllllllll6, lllllllllllllllllllllll6); + float llllllllllllllllllllllllllllll6 = llllllllllllllllllll6 * lllllllllllllllllllllll6; + float2 lllllllllllllllllllllllllllllll6 = float2(lllllllllllll6, llllllllllll6); + float2 llllllllllllllllllllllllllllll5 = float2(max(lllllllllllllllllllllllllllll6, 0.0001), max(llllllllllllll6, 0.0001)); + float ll7 = max(min(llllllllllllllllllllllllllllll5.x, llllllllllllllllllllllllllllll5.y), 0.0001); + float lllllllllllllllllllll3 = ll7 * saturate(llllllllllllllllllllllllllllll6); + lllllllllllllllllllll3 = min(lllllllllllllllllllll3, min(llllllllllllllllllllllllllllll5.x, llllllllllllllllllllllllllllll5.y)); + float2 llll7 = abs(lllllllllllllllllllllllllllllll6) - (llllllllllllllllllllllllllllll5 - lllllllllllllllllllll3); + float lllll7 = length(max(llll7, 0.0)) + min(max(llll7.x, llll7.y), 0.0) - lllllllllllllllllllll3; + float llllllllllllllllllllllll5 = saturate(llllllllllllllllllll5); + float llllll6 = 1.0 - step(0.0, lllll7); + float lllllll6 = remap( + 0.0, 1.0, + ll7, + 0.0, + llllllllllllllllllllllll5 + ); + if (!llllllllllllllllllllll5) + { + if (lllllll6 <= 0.000001) + { + return llllll6; + } + return 1.0 - smoothstep(0.0, lllllll6, lllll7); + } + float2 lllllllll7 = float2(max(llllllllllllllllll6, 0.0), max(lllllllllllllllllllll5, 0.0)); + float2 llllllllll7; + if (llll7.x > 0.0 && llll7.y > 0.0) + { + float2 lllllllllll7 = max(llll7, 0.0); + llllllllll7 = lllllllllll7 / max(length(lllllllllll7), 0.0001); + } + else + { + llllllllll7 = (llll7.x > llll7.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); + } + float llllllll6 = min(dot(llllllllll7, lllllllll7), ll7); + if (llllllll6 <= 0.000001) + { + if (lllllll6 <= 0.000001) + { + return llllll6; + } + return 1.0 - smoothstep(0.0, lllllll6, lllll7); + } + if (lllllll6 >= llllllll6) + { + return 1.0 - smoothstep(0.0, lllllll6, lllll7); + } + float lllllllllllll7 = saturate(lllllll6 / llllllll6); + float llllllllllllll7 = lerp(-llllllll6, 0.0, lllllllllllll7); + float lllllllllllllll7 = llllllll6; + return 1.0 - smoothstep(llllllllllllll7, lllllllllllllll7, lllll7); +} +NoiseSampleData SampleNoiseData( +float2 lllllllll1, StylingData stylingData, StylingRandomData stylingRandomData, RequiredNoiseData requiredNoiseData, +#ifdef USE_UNITY_TEXTURE_2D_TYPE + UnityTexture2D lllllllllllllllll7, UnityTexture2D llllllllllllllllll7 +#else + sampler2D lllllllllllllllll7, sampler2D llllllllllllllllll7 +#endif +) +{ + NoiseSampleData noiseSampleData; + if (stylingRandomData.enableRandomizer == 1) + { + if (stylingData.style == 1) + { + if (fmod(floor(lllllllll1.y * stylingData.density), 2) == 0) + { + lllllllll1.x += stylingData.offset / stylingData.density; + } + } + float lllllllllllllllllll7 = 0; + if (requiredNoiseData.perlinNoiseFloored == 1) + { + float2 llllllllllllllllllll7 = lllllllll1; + llllllllllllllllllll7.x = floor(lllllllll1.x * stylingData.density) / stylingData.density; + if (stylingData.style == 1) + { + llllllllllllllllllll7.y = floor(lllllllll1.y * stylingData.density) / stylingData.density; + } + llllllllllllllllllll7 *= stylingRandomData.perlinNoiseSize; + lllllllllllllllllll7 = tex2Dlod(lllllllllllllllll7, float4(llllllllllllllllllll7, 0.0, 0.0)).x; + } + float lllllllllllllllllllll7 = 0; + if (requiredNoiseData.perlinNoise == 1) + { + float2 llllllllllllllllllllll7 = lllllllll1 * stylingRandomData.perlinNoiseSize; + lllllllllllllllllllll7 = tex2Dlod(lllllllllllllllll7, float4(llllllllllllllllllllll7, 0.0, 0.0)).x; + } + float lllllllllllllllllllllll7 = 0; + if (requiredNoiseData.whiteNoise == 1) + { + float2 llllllllllllllllllllllll7 = lllllllll1; + llllllllllllllllllllllll7.x = floor(lllllllll1.x * stylingData.density) / stylingData.density; + if (stylingData.style == 0) + { + llllllllllllllllllllllll7.y = 0.1; + } + else if (stylingData.style == 1) + { + llllllllllllllllllllllll7.y = floor(lllllllll1.y * stylingData.density) / stylingData.density; + } + lllllllllllllllllllllll7 = tex2Dlod(llllllllllllllllll7, float4(llllllllllllllllllllllll7, 0.0, 0.0)).x; + } + float lllllllllllllllllllllllll7 = 0; + if (requiredNoiseData.whiteNoiseFloored == 1) + { + float2 llllllllllllllllllllllllll7 = lllllllll1; + llllllllllllllllllllllllll7.x = floor(lllllllll1.x * stylingData.density) / stylingData.density; + if (stylingData.style == 0) + { + llllllllllllllllllllllllll7.y = 0.1; + } + else if (stylingData.style == 1) + { + llllllllllllllllllllllllll7.y = 0.1; + } + lllllllllllllllllllllllll7 = tex2Dlod(llllllllllllllllll7, float4(llllllllllllllllllllllllll7, 0.0, 0.0)).x; + } + noiseSampleData.perlinNoise = lllllllllllllllllllll7; + noiseSampleData.perlinNoiseFloored = lllllllllllllllllll7; + noiseSampleData.whiteNoise = lllllllllllllllllllllll7; + noiseSampleData.whiteNoiseFloored = lllllllllllllllllllllllll7; + } + else + { + noiseSampleData.perlinNoise = 0; + noiseSampleData.perlinNoiseFloored = 0; + noiseSampleData.whiteNoise = 0; + noiseSampleData.whiteNoiseFloored = 0; + } + return noiseSampleData; +} +float Hatching( +float ll0, float2 lllllllll1, StylingData hatchingData, StylingRandomData stylingRandomData, NoiseSampleData noiseSampleData, half llllllllllllllllllllllllllllll7 +) +{ + ll0 = 1 - ll0; + float2 lllllllllllllllllllllllllllllll7 = lllllllll1; + float lllllllllllllllllll5 = hatchingData.size / 2; + float ll8 = lllllllllllllllllllllllllllllll7.x; + float lll8 = lllllllllllllllllllllllllllllll7.y; + float llll8 = max(hatchingData.dashDensity, 0.0001); + ll8 *= hatchingData.density; + lll8 *= llll8; + float lllll8 = floor(ll8); + float llllll8 = lll8; + float lllllll8 = llllllllllllllllllllllllllllll7 ? fwidth(ll8) : 0.0; + if (stylingRandomData.enableRandomizer == 1) + { + ll8 += noiseSampleData.perlinNoise * stylingRandomData.noiseIntensity; + lll8 += noiseSampleData.perlinNoise * stylingRandomData.noiseIntensity; + llllll8 = lll8; + lllllll8 = llllllllllllllllllllllllllllll7 ? fwidth(ll8) : 0.0; + float llllllll8 = 0; + if (stylingRandomData.thicknessRandomMode == 0) + { + llllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.thicknessRandomMode == 1) + { + llllllll8 = noiseSampleData.perlinNoiseFloored; + } + else + { + llllllll8 = ((noiseSampleData.perlinNoiseFloored) + noiseSampleData.whiteNoise) / 2; + } + llllllll8 *= stylingRandomData.thicknesshRandomIntensity; + float lllllllll8 = remap(0, 1, 0.0, lllllllllllllllllll5, llllllll8); + lllllllllllllllllll5 -= lllllllll8; + float llllllllll8 = 0; + if (stylingRandomData.spacingRandomMode == 0) + { + llllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.spacingRandomMode == 1) + { + llllllllll8 = noiseSampleData.perlinNoiseFloored; + } + else + { + llllllllll8 = ((noiseSampleData.perlinNoiseFloored) + noiseSampleData.whiteNoise) / 2; + } + float lllllllllll8 = lllllllllllllllllll5; + if (hatchingData.style == 0 && hatchingData.dashEnabled == 1 && hatchingData.dashType == 1) + { + lllllllllll8 = CalculateHatchingDashSafeSpacingHalfWidth( + lllllllllllllllllll5, + hatchingData.hardness, + lllllll8, + llllllllllllllllllllllllllllll7 + ); + } + float llllllllllll8 = remap(0, 1, -0.5 + lllllllllll8, 0.5 - lllllllllll8, llllllllll8); + ll8 += llllllllllll8 * stylingRandomData.spacingRandomIntensity * saturate(1 - stylingRandomData.noiseIntensity); + } + ll8 = abs(frac(ll8) - 0.5); + float lllllllllll5 = 0; + if (stylingRandomData.enableRandomizer == 1) + { + float llllllllllllll8 = 0; + if (stylingRandomData.lengthRandomMode == 0) + { + llllllllllllll8 = noiseSampleData.whiteNoise * saturate(1 - stylingRandomData.noiseIntensity); + } + else if (stylingRandomData.lengthRandomMode == 1) + { + llllllllllllll8 = noiseSampleData.perlinNoiseFloored; + } + else + { + llllllllllllll8 = ((noiseSampleData.perlinNoiseFloored + (noiseSampleData.whiteNoise * saturate(1 - stylingRandomData.noiseIntensity))) / 2); + } + float lllllllllllllll8 = llllllllllllll8 * stylingRandomData.lengthRandomIntensity; + lllllllllll5 = remap(0, 1 - lllllllllllllll8, 0, 1, ll0); + } + else + { + lllllllllll5 = remap(0, 1, 0, 1, ll0); + } + float llllllllllllllll8 = smoothstep(min(1 - hatchingData.sizeFalloff, 0.99), 1, lllllllllll5); + llllllllllllllll8 = max(lllllllllllllllllll5 - llllllllllllllll8, 0); + float lllllllllllllllll8 = hatchingData.hardness; + if (stylingRandomData.enableRandomizer == 1) + { + float llllllllllllllllll8 = 0; + if (stylingRandomData.hardnessRandomMode == 0) + { + llllllllllllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.hardnessRandomMode == 1) + { + llllllllllllllllll8 = noiseSampleData.perlinNoiseFloored * 5; + } + else + { + llllllllllllllllll8 = ((noiseSampleData.perlinNoiseFloored + noiseSampleData.whiteNoise) / 2) * 5; + } + lllllllllllllllll8 = min(saturate(hatchingData.hardness - llllllllllllllllll8 * stylingRandomData.hardnessRandomIntensity), hatchingData.hardness); + } + float llllllllllll6 = ll8; + ll8 = CalculateHatching1DMaskFromDistance( + llllllllllll6, + llllllllllllllll8, + lllllllllllllllll8, + lllllllllllllllllll5, + hatchingData.size, + lllllll8, + llllllllllllllllllllllllllllll7 + ); + if (hatchingData.style == 0 && hatchingData.dashEnabled == 1) + { + float llllllllllllllllllll8 = CalculateHatchingDashContinuity( + hatchingData.dashTransitionPosition, + hatchingData.dashTransitionSoftness, + lllllllllll5 + ); + float lllllllllllllllllllll8 = saturate(hatchingData.dashLength) * 0.5; + float lllllllllllllll6 = lerp(lllllllllllllllllllll8, 0.5, llllllllllllllllllll8); + lll8 += lllll8 * saturate(hatchingData.dashOffset); + float lllllllllllllllllllllll8 = llllllllllllllllllllllllllllll7 ? fwidth(llllll8) : 0.0; + float lllllllllllll6 = abs(frac(lll8) - 0.5); + ll8 = ApplyHatchingDashMode( + ll8, + llllllllllll6, + lllllllllllll6, + llllllllllllllll8, + lllllllllllllll6, + lllllllllllllllll8, + lllllll8, + lllllllllllllllllllllll8, + hatchingData.dashType, + hatchingData.dashRoundness, + llllllllllllllllllllllllllllll7 + ); + } + if (stylingRandomData.enableRandomizer == 1) + { + float lllllllllllllllllllllllll8; + if (stylingRandomData.opacityRandomMode == 0) + { + lllllllllllllllllllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.opacityRandomMode == 1) + { + lllllllllllllllllllllllll8 = noiseSampleData.perlinNoiseFloored * 5; + } + else + { + lllllllllllllllllllllllll8 = ((noiseSampleData.perlinNoiseFloored * 5) + noiseSampleData.whiteNoise) / 2; + lllllllllllllllllllllllll8 = ((noiseSampleData.perlinNoiseFloored + noiseSampleData.whiteNoise) / 2) * 5; + } + ll8 = saturate(ll8 - (lllllllllllllllllllllllll8 * stylingRandomData.opacityRandomIntensity)); + } + float llllllllllllllllllllllllll8 = smoothstep(min(1 - hatchingData.opacityFalloff, 0.99), 1, lllllllllll5); + ll8 *= 1 - llllllllllllllllllllllllll8; + ll8 *= hatchingData.opacity; + return ll8; +} +float Halftones( +float ll0, float2 lllllllll1, StylingData halftonesData, StylingRandomData stylingRandomData, NoiseSampleData noiseSampleData +) +{ + float2 llllllllllllllllllllllllllllll8 = lllllllll1; + llllllllllllllllllllllllllllll8 *= halftonesData.density; + if (stylingRandomData.enableRandomizer == 1) + { + llllllllllllllllllllllllllllll8 += noiseSampleData.perlinNoise * stylingRandomData.noiseIntensity; + } + if (fmod(floor(llllllllllllllllllllllllllllll8.y), 2) == 0) + { + llllllllllllllllllllllllllllll8.x += halftonesData.offset; + } + if (stylingRandomData.enableRandomizer == 1) + { + float llllllllllllll8 = 0; + if (stylingRandomData.lengthRandomMode == 0) + { + llllllllllllll8 = noiseSampleData.whiteNoiseFloored * saturate(1 - stylingRandomData.noiseIntensity); + } + else if (stylingRandomData.lengthRandomMode == 1) + { + llllllllllllll8 = noiseSampleData.perlinNoise; + } + else + { + llllllllllllll8 = ((noiseSampleData.perlinNoise + (noiseSampleData.whiteNoise * saturate(1 - stylingRandomData.noiseIntensity))) / 2); + } + float lllllllllllllll8 = llllllllllllll8 * stylingRandomData.lengthRandomIntensity; + ll0 -= lllllllllllllll8; + } + float ll9 = halftonesData.size; + if (halftonesData.sizeControl == 1) + { + ll9 *= ll0; + } + else + { + float lll9 = smoothstep(min(1 - halftonesData.sizeFalloff, 1), 1, (1 - ll0)); + ll9 = max(ll9 - lll9, 0); + } + ll9 /= 2; + if (stylingRandomData.enableRandomizer == 1) + { + float llllllll8 = 0; + if (stylingRandomData.thicknessRandomMode == 0) + { + llllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.thicknessRandomMode == 1) + { + llllllll8 = noiseSampleData.perlinNoise; + } + else + { + llllllll8 = ((noiseSampleData.perlinNoise) + noiseSampleData.whiteNoise) / 2; + } + float lllll9 = remap(0, 1, 0.0, ll9, llllllll8 * stylingRandomData.thicknesshRandomIntensity); + ll9 -= lllll9; + } + float llllll9 = 1 - halftonesData.roundness; + float lllllll9 = smoothstep(halftonesData.roundnessFalloff, 1, 1 - ll0); + llllll9 = max(llllll9 - lllllll9 * 4, 0); + llllll9 /= 2; + if (stylingRandomData.enableRandomizer == 1) + { + float llllllllll8 = 0; + if (stylingRandomData.spacingRandomMode == 0) + { + llllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.spacingRandomMode == 1) + { + llllllllll8 = noiseSampleData.perlinNoise; + } + else + { + llllllllll8 = ((noiseSampleData.perlinNoise) + noiseSampleData.whiteNoise) / 2; + } + float llllllllllll8 = remap(0, 1, -0.5 + ll9, 0.5 - ll9, llllllllll8); + llllllllllllllllllllllllllllll8 += llllllllllll8 * stylingRandomData.spacingRandomIntensity * saturate(1 - stylingRandomData.noiseIntensity); + } + float llllllllll9 = halftonesData.hardness; + if (stylingRandomData.enableRandomizer == 1) + { + float llllllllllllllllll8 = 0; + if (stylingRandomData.hardnessRandomMode == 0) + { + llllllllllllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.hardnessRandomMode == 1) + { + llllllllllllllllll8 = noiseSampleData.perlinNoise * 5; + } + else + { + llllllllllllllllll8 = ((noiseSampleData.perlinNoise + noiseSampleData.whiteNoise) / 2) * 5; + } + llllllllll9 = min(saturate(halftonesData.hardness - llllllllllllllllll8 * stylingRandomData.hardnessRandomIntensity), halftonesData.hardness); + } + float llllllllllll9 = remap(0, 1, 0, ll9, llllllllll9); + float l1 = length(max(abs(frac(llllllllllllllllllllllllllllll8) - 0.5) - llllll9 * llllllllllll9 * 2, 0.0)) + llllll9 * llllllllllll9 * 2; + float llllllllllllll9 = smoothstep(llllllllllll9, ll9, l1); + llllllllllllll9 = 1 - llllllllllllll9; + if (stylingRandomData.enableRandomizer == 1) + { + float lllllllllllllllllllllllll8; + if (stylingRandomData.opacityRandomMode == 0) + { + lllllllllllllllllllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomData.opacityRandomMode == 1) + { + lllllllllllllllllllllllll8 = noiseSampleData.perlinNoise * 5; + } + else + { + lllllllllllllllllllllllll8 = ((noiseSampleData.perlinNoise * 5) + noiseSampleData.whiteNoise) / 2; + lllllllllllllllllllllllll8 = ((noiseSampleData.perlinNoise + noiseSampleData.whiteNoise) / 2) * 5; + } + llllllllllllll9 = saturate(llllllllllllll9 - (lllllllllllllllllllllllll8 * stylingRandomData.opacityRandomIntensity)); + } + float llllllllllllllll9 = smoothstep(min(1 - halftonesData.opacityFalloff, 0.99), 1, 1 - ll0); + if (halftonesData.type == 1 || halftonesData.opacityFalloff != 0) + { + llllllllllllll9 *= 1 - llllllllllllllll9; + } + llllllllllllll9 *= halftonesData.opacity; + llllllllllllll9 = 1 - llllllllllllll9; + return llllllllllllll9; +} +void DoBlending( +inout float4 lllllllllllllllll9, float ll0, float lllllllllllllllllll9, float4 llllllllllllllllllll9 +) +{ + if (lllllllllllllllllll9 == 0) + { + lllllllllllllllll9 = lerp(lllllllllllllllll9, llllllllllllllllllll9, ll0); + } + else if (lllllllllllllllllll9 == 1) + { + lllllllllllllllll9 += (llllllllllllllllllll9 * ll0); + } + else if (lllllllllllllllllll9 == 2) + { + lllllllllllllllll9 *= 1 - ll0 + (llllllllllllllllllll9 * ll0); + } + else if (lllllllllllllllllll9 == 3) + { + lllllllllllllllll9 -= (llllllllllllllllllll9 * ll0); + } + else if (lllllllllllllllllll9 == 4) + { + lllllllllllllllll9 += llllllllllllllllllll9 * (1.0 - lllllllllllllllll9) * ll0; + } + else if (lllllllllllllllllll9 == 5) + { + float4 lllllllllllllllllllll9 = 2.0 * llllllllllllllllllll9 - 1.0; + float4 llllllllllllllllllllll9 = lllllllllllllllll9 * lllllllllllllllllllll9; + float4 lllllllllllllllllllllll9 = (1.0 - lllllllllllllllll9) * lllllllllllllllllllll9; + lllllllllllllllll9 += lerp(llllllllllllllllllllll9, lllllllllllllllllllllll9, step(0.5, lllllllllllllllll9)) * ll0; + } + else if (lllllllllllllllllll9 == 6) + { + lllllllllllllllll9 += (2.0 * llllllllllllllllllll9 - 1.0) * lllllllllllllllll9 * (1.0 - lllllllllllllllll9) * ll0; + } + else if (lllllllllllllllllll9 == 7) + { + lllllllllllllllll9 += max(llllllllllllllllllll9 - lllllllllllllllll9, 0.0) * ll0; + } + else if (lllllllllllllllllll9 == 8) + { + lllllllllllllllll9 += min(llllllllllllllllllll9 - lllllllllllllllll9, 0.0) * ll0; + } + else if (lllllllllllllllllll9 == 9) + { + float4 llllllllllllllllllllllll9 = lllllllllllllllll9 / max(llllllllllllllllllll9, 0.0001); + lllllllllllllllll9 = lerp(lllllllllllllllll9, llllllllllllllllllllllll9, ll0); + } +} +void DoToonShading( +#if _URP + InputData inputData, + SurfaceData surface, +#else +#if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + SurfaceOutputStandardSpecular o, +#elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + SurfaceOutput o, +#else + SurfaceOutputStandard o, +#endif + UnityGI gi, +#if !_PASSFORWARDADD + UnityGIInput giInput, +#endif +#endif + ShaderData d, +#if _URP +#if UNITY_VERSION >= 202120 + float3 lllllllllllllllllllllllllllllll9, +#endif +#endif + inout float4 lllllllllllllllll9, + int llllll10, float lllllll10, + half llllllll10, + half lllllllll10, + float2 lllllllll1, float4 llllllllllllllllllllllllllll0, + sampler2D llllllllllll10, + half lllllllllllll10, + half llllllllllllll10, + half lllllllllllllll10, half llllllllllllllll10, +#ifdef USE_UNITY_TEXTURE_2D_TYPE + UnityTexture2D llllllllllllllllll10, +#else + sampler2D llllllllllllllllll10, + float4 lllllllllllllllllll10, +#endif + half llllllllllllllllllll10, + half lllllllllllllllllllll10, float llllllllllllllllllllll10, + half lllllllllllllllllllllll10, float4 llllllllllllllllllllllll10, + float lllllllllllllllllllllllll10, float llllllllllllllllllllllllll10, float lllllllllllllllllllllllllll10, float4 llllllllllllllllllllllllllll10, + float lllllllllllllllllllllllllllll10, float llllllllllllllllllllllllllllll10, float lllllllllllllllllllllllllllllll10, half l11, float4 ll11, + half lll11, + half llll11, half lllll11, float4 llllll11, float lllllll11, float llllllll11, float lllllllll11, half llllllllll11, half lllllllllll11, + half llllllllllll11, half lllllllllllll11, float4 llllllllllllll11, float lllllllllllllll11, float llllllllllllllll11, float lllllllllllllllll11, half llllllllllllllllll11, half lllllllllllllllllll11, + half llllllllllllllllllll11, + UVSets uvSets, + GeneralStylingData generalStylingData, + half lllllllllllllllllllll11, half llllllllllllllllllllllllllllll7, + half lllllllllllllllllllllll11, + half llllllllllllllllllllllll11, + float lllllllllllllllllllllllll11, float llllllllllllllllllllllllll11, + half lllllllllllllllllllllllllll11, + half llllllllllllllllllllllllllll11, + PositionAndBlendingData positionAndBlendingDataShading, UVSpaceData uvSpaceDataShading, StylingData stylingDataShading, StylingRandomData stylingRandomDataShading, + half lllllllllllllllllllllllllllll11, + half llllllllllllllllllllllllllllll11, + half lllllllllllllllllllllllllllllll11, float l12, + PositionAndBlendingData positionAndBlendingDataCastShadows, UVSpaceData uvSpaceDataCastShadows, StylingData stylingDataCastShadows, StylingRandomData stylingRandomDataCastShadows, + half ll12, + half lll12, float llll12, float lllll12, half llllll12, half lllllll12, + half llllllll12, + PositionAndBlendingData positionAndBlendingDataSpecular, UVSpaceData uvSpaceDataSpecular, StylingData stylingDataSpecular, StylingRandomData stylingRandomDataSpecular, + half lllllllll12, + half llllllllll12, float lllllllllll12, float llllllllllll12, half lllllllllllll12, + half llllllllllllll12, + PositionAndBlendingData positionAndBlendingDataRim, UVSpaceData uvSpaceDataRim, StylingData stylingDataRim, StylingRandomData stylingRandomDataRim, +#ifdef USE_UNITY_TEXTURE_2D_TYPE + UnityTexture2D lllllllllllllllll7, UnityTexture2D llllllllllllllllll7, +#else + sampler2D lllllllllllllllll7, sampler2D llllllllllllllllll7, + float4 lllllllllllllllll12, +#endif + float3 llllllllllllllllll12 +) +{ + float4 llllllllllllllllllll12 = float4(0, 0, 0, 0); +#ifdef USE_UNITY_TEXTURE_2D_TYPE + llllllllllllllllllll12 = llllllllllllllllll10.texelSize; +#else + llllllllllllllllllll12 = lllllllllllllllllll10; +#endif +#if _URP + AlphaDiscard(surface.alpha, 0.5); +#else +#endif + float lllllllllllllllllllll12 = 0; + float4 llllllllllllllllllllll12 = lllllllllllllllll9; + int lllllllllllllllllllllll12 = llllll10; +#if _USE_OPTIMIZATION_DEFINES + #if _ENABLE_TOON_SHADING + lllllllllllllll10 = 1; + #else + lllllllllllllll10 = 0; + #endif + #if _SHADING_COLOR + lllllllllllll10 = 0; + #else + lllllllllllll10 = 1; + #endif + #if _ENABLE_STYLING + llllllllllllllllllll11 = 1; + #else + llllllllllllllllllll11 = 0; + #endif + #if _ENABLE_SHADING_STYLING + lllllllllllllllllllllll11 = 1; + #else + lllllllllllllllllllllll11 = 0; + #endif + #if _URP + #ifdef _LIGHT_SOURCE + _LightSource = _LIGHT_SOURCE; + #endif + #endif + #if _ENABLE_CASTSHADOWS_STYLING + lllllllllllllllllllllllllllll11 = 1; + #else + lllllllllllllllllllllllllllll11 = 0; + #endif + #ifdef _STYLING_CASTSHADOWS_SYNC_WITH_OTHER_STYLING + llllllllllllllllllllllllllllll11 = _STYLING_CASTSHADOWS_SYNC_WITH_OTHER_STYLING; + #endif + #if _SHADING_TERMINATORPOSITION + lllllllllllllllllllllllll10 = lllllllllllllllllllllllll10; + #else + lllllllllllllllllllllllll10 = 0; + #endif + #if _SHADING_STYLING_TERMINATORPOSITION + lllllllllllllllllllllllllll11 = lllllllllllllllllllllllllll11; + #else + lllllllllllllllllllllllllll11 = 0; + #endif + #ifdef _SHADING_STYLING_UVSET + _UVSet = _SHADING_STYLING_UVSET; + #endif + #ifdef _CASTSHADOWS_STYLING_UVSET + _CastShadowsUVSet = _CASTSHADOWS_STYLING_UVSET; + #endif + #ifdef _SPECULAR_STYLING_UVSET + _SpecularUVSet = _SPECULAR_STYLING_UVSET; + #endif + #ifdef _RIM_STYLING_UVSET + _RimUVSet = _RIM_STYLING_UVSET; + #endif + #if _ENABLE_SPECULAR_STYLING + ll12 = 1; + #else + ll12 = 0; + #endif + #if _ENABLE_SPECULAR + llll11 = 1; + #else + llll11 = 0; + #endif + #if _SUM_LIGHTS_BEFORE_POSTERIZATION + llllllll10 = 1; + #else + llllllll10 = 0; + #endif + #if _SHADING_USE_LIGHT_COLORS + lllllllll10 = 1; + #else + lllllllll10 = 0; + #endif + #if _SPECULAR_USE_LIGHT_COLORS + lllllllllll11 = 1; + #else + lllllllllll11 = 0; + #endif + #if _STYLING_SPECULAR_USE_LIGHT_COLORS + lllllll12 = 1; + #else + lllllll12 = 0; + #endif + #if _SHADING_STYLING_ENABLE_DASHES + _StylingShadingEnableDashes = 1; + #else + _StylingShadingEnableDashes = 0; + #endif + #ifdef _SHADING_STYLING_DASHES_TYPE + _StylingShadingDashesType = _SHADING_STYLING_DASHES_TYPE; + #endif + #if _CASTSHADOWS_STYLING_ENABLE_DASHES + _StylingCastShadowsEnableDashes = 1; + #else + _StylingCastShadowsEnableDashes = 0; + #endif + #ifdef _CASTSHADOWS_STYLING_DASHES_TYPE + _StylingCastShadowsDashesType = _CASTSHADOWS_STYLING_DASHES_TYPE; + #endif + #if _SPECULAR_STYLING_ENABLE_DASHES + _StylingSpecularEnableDashes = 1; + #else + _StylingSpecularEnableDashes = 0; + #endif + #ifdef _SPECULAR_STYLING_DASHES_TYPE + _StylingSpecularDashesType = _SPECULAR_STYLING_DASHES_TYPE; + #endif + #if _RIM_STYLING_ENABLE_DASHES + _StylingRimEnableDashes = 1; + #else + _StylingRimEnableDashes = 0; + #endif + #ifdef _RIM_STYLING_DASHES_TYPE + _StylingRimDashesType = _RIM_STYLING_DASHES_TYPE; + #endif +#endif + float3 llllllllllllllllllllllllll12; + if (lll11 == 0) + { + llllllllllllllllllllllllll12 = llllllllllllllllll12; + } + else + { +#if _URP + llllllllllllllllllllllllll12 = inputData.normalWS; +#else + llllllllllllllllllllllllll12 = o.Normal; +#endif + } + float3 lllll2; + if (llllllllll11 == 0) + { + lllll2 = llllllllllllllllll12; + } + else + { +#if _URP + lllll2 = inputData.normalWS; +#else + lllll2 = o.Normal; +#endif + } + float3 llllllllllllllllllllllllllll12; + if (lllllllllllllllllllll11 == 0) + { + llllllllllllllllllllllllllll12 = llllllllllllllllll12; + } + else + { +#if _URP + llllllllllllllllllllllllllll12 = inputData.normalWS; +#else + llllllllllllllllllllllllllll12 = o.Normal; +#endif + } + float3 lllllllllllllllllllllllllll1 = normalize(d.worldSpaceViewDir); + float4 lll13 = 0; + float llllllllllllllllllllllllllllll1 = -1; + float lllll13 = -1; + half3 llllll13 = 0; + float llll4 = 0; + float llllllll13 = 0; + float lllllllllllllllllllllllllllllll1 = 0; + half3 llllllllllllllllll3 = 0; + float lllllllllll13 = 0; + half3 llllllllllll13 = 0; + float lllllllllllll13 = 0; + ToonShadingData toonShadingData; + toonShadingData.enableToonShading = lllllllllllllll10; +#if _URP + toonShadingData.normalWS = inputData.normalWS; +#endif + toonShadingData.normalWSNoMap = llllllllllllllllll12; + toonShadingData.cellTransitionSmoothness = lllllll10; + toonShadingData.numberOfCells = lllllllllllllllllllllll12; + toonShadingData.specularEdgeSmoothness = llllllll11; + toonShadingData.shadingAffectByNormalMap = lll11; + toonShadingData.specularAffectedByNormalMap = llllllllll11; +#if _URP + if ((lllllllllllll10 == 0 && lllllllllllllll10 == 1 && (lllllllllllllllllllllll10 == 1 || llll11 == 1 || lllllllllllllllllllllllllllll10 == 1)) || (llllllllllllllllllll11 == 1 && (lllllllllllllllllllllll11 == 1 || lllllllllllllllllllllllllllll11 == 1 || ll12 == 1))) + { + if (_LightSource != 1) + { + bool llllllllllllll13 = lllllllllllll10 == 0 && lllllllllllllll10 == 1; + bool lllllllllllllll13 = llllllllllllllllllll11 == 1 && (lllllllllllllllllllllll11 == 1 || lllllllllllllllllllllllllllll11 == 1 || ll12 == 1); + bool llllllllllllllll13 = lll11 == lllllllllllllllllllll11; + bool lllllllllllllllll13 = llllllllll11 == lllllllllllllllllllll11; + float llllllllllllllllll13 = 1; + float lllllllllllllllllll13 = 1; + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI); + float llllllllllllllllllll13 = max(mainLight.color.x, mainLight.color.y); + llllllllllllllllllll13 = max(llllllllllllllllllll13, mainLight.color.z); + float3 llllllllllllllllllllllll12 = llllllllllllllllllllllllll12; + float llllllllllllllllllllllllllll1 = lllllll11; + float lllllllllllllllllllllllllllll1 = llllllll11; + float llllllllllllllll3 = lllllllll11; + float lllllllllllllllllllllllll13 = lllllllllll11; + half llllllllllllllllllllllllll13 = llll11; + half lllllllllllllllllllllllllll13 = lllllllllllllllllllllll10; + if (!llllllllllllll13) + { + llllllllllllllllllllllll12 = llllllllllllllllllllllllllll12; + lllll2 = llllllllllllllllllllllllllll12; + llllllllllllllllllllllllllll1 = llll12; + lllllllllllllllllllllllllllll1 = lllll12; + llllllllllllllll3 = _StylingSpecularOpacity; + lllllllllllllllllllllllll13 = lllllll12; + llllllllllllllllllllllllll13 = ll12; + lllllllllllllllllllllllllll13 = lllllllllllllllllllllll11; + lllllllllllllllllllllllll10 = lllllllllllllllllllllllllll11; + } + else + { + if (lllllllllllllllllllllll10 == 0) + { + llllllllllllllllllllllll12 = llllllllllllllllllllllllllll12; + lllllllllllllllllllllllllll13 = lllllllllllllllllllllll11; + } + if (llll11 == 0) + { + lllll2 = llllllllllllllllllllllllllll12; + llllllllllllllllllllllllll13 = ll12; + } + else + { + if (lllllllllllllll13 && ll12 == 1 && lll12 == 1) + { + llll12 = lllllll11; + lllll12 = llllllll11; + } + } + } + float llllllllllllllllllllllllllll13 = 1; + if (mainLight.color.r > 0.0 || mainLight.color.g > 0.0 || mainLight.color.b > 0.0) + { + llllllllllllllllllllllllllll13 = (mainLight.shadowAttenuation * mainLight.distanceAttenuation); + half lllllllllllllllllllllllllllll13 = mainLight.distanceAttenuation * llllllllllllllllllll13; + llllllllllllllllllllllllllllll1 = dot(mainLight.direction, llllllllllllllllllllllll12); + if (lllllllllllllllllllllllll10 != 0.0) + { + llllllllllllllllllllllllllllll1 = shiftLinear(llllllllllllllllllllllllllllll1, max(-0.9999, lllllllllllllllllllllllll10)); + } + if (llllllllllllllllllllllllllllll1 > 0) + { + llllllllllllllllllllllllllllll1 *= lllllllllllllllllllllllllllll13; + } + if (llllllllllllllllllllllllll13 || (!llllllllllllll13 && ll12)) + { + lllllllllllllllllllllllllllllll1 = CalculateSpecularMask(lllll2, mainLight.direction, lllllllllllllllllllllllllll1, llllllllllllllllllllllllllll1, lllllllllllllllllllllllllllll1, llllllllllllllllllllllllllllll1); + lllllllllllllllllllllllllllllll1 *= llllllllllllllll3; + if ((llllllllllllll13 && lllllllllllllllllllllllllllll10) || (llllllllllllllllllll11 && lllllllllllllllllllllllllllll11)) + { + lllllllllllllllllllllllllllllll1 = min(lllllllllllllllllllllllllllllll1, mainLight.shadowAttenuation); + } + if (lllllllllllllllllllllllll13 == 1) + { + llllllllllllllllll3 = lllllllllllllllllllllllllllllll1 * mainLight.color; + } + } + if (!llllllllllllll13) + { + lllll13 = llllllllllllllllllllllllllllll1; + lllllllllll13 = lllllllllllllllllllllllllllllll1; + llllllllllll13 = llllllllllllllllll3; + lllllllllllllllllllllllllllllll1 = 0; + llllllllllllllllll3 = 0; + } + else + { + if (lllllllllllllllllllllll10 == 0) + { + lllll13 = llllllllllllllllllllllllllllll1; + } + if (llll11 == 0) + { + lllllllllll13 = lllllllllllllllllllllllllllllll1; + llllllllllll13 = llllllllllllllllll3; + lllllllllllllllllllllllllllllll1 = 0; + llllllllllllllllll3 = 0; + } + } + if (lllllllllllllll13 && llllllllllllll13) + { + if (llllllllllllllll13 && lllllllllllllllllllllllll11) + { + lllll13 = llllllllllllllllllllllllllllll1; + } + else + { + if (lllllllllllllllllllllllll11) + { + lllllllllllllllllllllllllll11 = lllllllllllllllllllllllll10; + } + lllll13 = dot(mainLight.direction, llllllllllllllllllllllllllll12); + if (lllllllllllllllllllllllllll11 != 0.0) + { + lllll13 = shiftLinear(lllll13, max(-0.9999, lllllllllllllllllllllllllll11)); + } + if (lllll13 > 0) + { + lllll13 *= lllllllllllllllllllllllllllll13; + } + } + if (ll12 == 1) + { + if (llllllllllllllll13 && lllllllllllllllll13 && lll12 == 1) + { + lllllllllll13 = lllllllllllllllllllllllllllllll1; + llllllllllll13 = llllllllllllllllll3; + } + else + { + lllllllllll13 = CalculateSpecularMask(llllllllllllllllllllllllllll12, mainLight.direction, lllllllllllllllllllllllllll1, llll12, lllll12, lllll13); + if (lllllllllllllllllllllllllllll10 || lllllllllllllllllllllllllllll11) + { + lllllllllll13 = min(lllllllllll13, mainLight.shadowAttenuation); + } + if (lllllll12 == 1) + { + llllllllllll13 = lllllllllll13 * mainLight.color; + } + } + } + } + { + llllllllllllllllll13 = llllllllllllllllllllllllllll13; + } + } + else + { + llllllllllllllllll13 = 1; + llllllllllllllllllllllllllll13 = 1; + llllllllllllllllllllllllllllll1 = -1; + lllll13 = -1; + } + float llllllllllllllllllllllllllllll13 = 0; + float lllllllllllllllllllllllllllllll13 = 0; + float l14 = 0; + float ll14 = 0; + float lll14 = 2; + float llll14 = 2; + float lllll14 = 0; + float llllll14 = 1; +#if defined(_ADDITIONAL_LIGHTS) +#if UNITY_VERSION >= 202200 + uint meshRenderingLayers = GetMeshRenderingLayer(); +#else + uint meshRenderingLayers = GetMeshRenderingLightLayer(); +#endif +#if USE_CLUSTER_LIGHT_LOOP + [loop] + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + Light addLight = GetAdditionalLight(lightIndex, inputData.positionWS, half4(1, 1, 1, 1)); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(addLight.layerMask, meshRenderingLayers)) +#endif + { + float llllllllllllllllllllll3 = max(addLight.color.x, addLight.color.y); + llllllllllllllllllllll3 = max(llllllllllllllllllllll3, addLight.color.z); + half llllllll14 = addLight.distanceAttenuation * llllllllllllllllllllll3; + float lllllllll14 = smoothstep(0, 0.1 / (addLight.distanceAttenuation * llllllllllllllllllllll3), addLight.distanceAttenuation * llllllllllllllllllllll3); + float llllllllll14 = smoothstep(0, 0.01, addLight.distanceAttenuation * llllllllllllllllllllll3); + lllll14 += addLight.shadowAttenuation * llllllll14; + float lllllllllll14 = dot(addLight.direction, llllllllllllllllllllllll12); + if (lllllllllllllllllllllllll10 != 0) + { + lllllllllll14 = shiftLinear(lllllllllll14, max(-0.9999, lllllllllllllllllllllllll10)); + } + float llllllllllll14 = lerp(-1, lllllllllll14, lllllllll14); + { + llllll14 = min(llllll14, lerp(1, addLight.shadowAttenuation, llllllllll14)); + } + float lllllllllllll14 = saturate(llllllllllll14) * llllllll14; + l14 += lllllllllllll14; + if (llllllllllllll13 || (lllllllllllllllllllllll11 == 1 && lllllllllllllllllllllllllllll11 == 1 && llllllllllllllllllllllllllllll11 == 1)) + { + if (lllllllllllllllllllllllllllll10 == 1 || (!llllllllllllll13)) + { + lllllllllllll14 *= addLight.shadowAttenuation; + } + llllllllllllllllllllllllllllll13 += lllllllllllll14; + } + if (llllllllllllll13) + { + if (lllllllll10 == 1) + { + llllll13 += saturate(lllllllllllll14 * (addLight.color)); + } + } + if (sign(llllllllllll14) == -1 && l14 == 0) + { + float llllllllllllll14 = abs(llllllllllll14); + lll14 = min(lll14, llllllllllllll14); + } + float lllllllllllllll14 = 0; + if (llll11 || (!llllllllllllll13 && ll12)) + { + lllllllllllllll14 = CalculateSpecularMask(lllll2, addLight.direction, lllllllllllllllllllllllllll1, llllllllllllllllllllllllllll1, lllllllllllllllllllllllllllll1, lllllllllll14); + lllllllllllllll14 *= llllllllllllllll3; + if (lllllllllllllllllllllllllllll10 || lllllllllllllllllllllllllllll11) + { + lllllllllllllll14 *= addLight.shadowAttenuation; + } + lllllllllllllllllllllllllllllll1 += lllllllllllllll14; + if (lllllllllllllllllllllllll13 == 1) + { + llllllllllllllllll3 += addLight.color * lllllllllllllll14; + } + } + if (lllllllllllllll13 && llllllllllllll13) + { + float llllllllllllllll14 = 0; + if (llllllllllllllll13 && (lllllllllllllllllllllllll11 || (lllllllllllllllllllllllll10 == lllllllllllllllllllllllllll11))) + { + ll14 = l14; + llll14 = lll14; + lllllllllllllllllllllllllllllll13 = llllllllllllllllllllllllllllll13; + } + else + { + llllllllllllllll14 = dot(addLight.direction, llllllllllllllllllllllllllll12); + if (lllllllllllllllllllllllll11) + { + lllllllllllllllllllllllllll11 = lllllllllllllllllllllllll10; + } + if (lllllllllllllllllllllllllll11 != 0) + { + llllllllllllllll14 = shiftLinear(llllllllllllllll14, max(-0.9999, lllllllllllllllllllllllllll11)); + } + float lllllllllllllllll14 = lerp(-1, llllllllllllllll14, lllllllll14); + float llllllllllllllllll14 = saturate(lllllllllllllllll14) * llllllll14; + ll14 += llllllllllllllllll14; + if (lllllllllllllllllllllllllllll11 == 1 && lllllllllllllllllllllll11 == 1 && llllllllllllllllllllllllllllll11 == 1) + { + llllllllllllllllll14 *= addLight.shadowAttenuation; + lllllllllllllllllllllllllllllll13 += llllllllllllllllll14; + } + if (sign(lllllllllllllllll14) == -1 && ll14 == 0) + { + float lllllllllllllllllll14 = abs(lllllllllllllllll14); + llll14 = min(llll14, lllllllllllllllllll14); + } + } + if (ll12 == 1) + { + float llllllllllllllllllll14 = 0; + if (llllllllllllllll13 && lllllllllllllllll13 && lll12 == 1) + { + lllllllllll13 = lllllllllllllllllllllllllllllll1; + llllllllllllllllllll14 = lllllllllllllll14; + } + else + { + llllllllllllllllllll14 = CalculateSpecularMask(lllll2, addLight.direction, lllllllllllllllllllllllllll1, llll12, lllll12, lllllllllll14); + llllllllllllllllllll14 = llllllllllllllllllll14; + if (lllllllllllllllllllllllllllll11) + { + llllllllllllllllllll14 *= addLight.shadowAttenuation; + } + lllllllllll13 += llllllllllllllllllll14; + } + if (lllllll12 == 1) + { + llllllllllll13 += addLight.color * llllllllllllllllllll14; + } + } + } + } + } +#endif + uint pixelLightCount = GetAdditionalLightsCount(); + LIGHT_LOOP_BEGIN(pixelLightCount) + Light addLight = GetAdditionalLight(lightIndex, inputData.positionWS, half4(1, 1, 1, 1)); +#ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(addLight.layerMask, meshRenderingLayers)) +#endif + { + float llllllllllllllllllllll3 = max(addLight.color.x, addLight.color.y); + llllllllllllllllllllll3 = max(llllllllllllllllllllll3, addLight.color.z); + half llllllll14 = addLight.distanceAttenuation * llllllllllllllllllllll3; + float lllllllll14 = smoothstep(0, 0.1 / (addLight.distanceAttenuation * llllllllllllllllllllll3), addLight.distanceAttenuation * llllllllllllllllllllll3); + float llllllllll14 = smoothstep(0, 0.01, addLight.distanceAttenuation * llllllllllllllllllllll3); + lllll14 += addLight.shadowAttenuation * llllllll14; + float lllllllllll14 = dot(addLight.direction, llllllllllllllllllllllll12); + if (lllllllllllllllllllllllll10 != 0) + { + lllllllllll14 = shiftLinear(lllllllllll14, max(-0.9999, lllllllllllllllllllllllll10)); + } + float llllllllllll14 = lerp(-1, lllllllllll14, lllllllll14); + { + llllll14 = min(llllll14, lerp(1, addLight.shadowAttenuation, llllllllll14)); + } + float lllllllllllll14 = saturate(llllllllllll14) * llllllll14; + l14 += lllllllllllll14; + if (llllllllllllll13 || (lllllllllllllllllllllll11 == 1 && lllllllllllllllllllllllllllll11 == 1 && llllllllllllllllllllllllllllll11 == 1)) + { + if (lllllllllllllllllllllllllllll10 == 1 || (!llllllllllllll13)) + { + lllllllllllll14 *= addLight.shadowAttenuation; + } + llllllllllllllllllllllllllllll13 += lllllllllllll14; + } + if (llllllllllllll13) + { + if (lllllllll10 == 1) + { + llllll13 += saturate(lllllllllllll14 * (addLight.color)); + } + } + if (sign(llllllllllll14) == -1 && l14 == 0) + { + float llllllllllllll14 = abs(llllllllllll14); + lll14 = min(lll14, llllllllllllll14); + } + float lllllllllllllll14 = 0; + if (llll11 || (!llllllllllllll13 && ll12)) + { + lllllllllllllll14 = CalculateSpecularMask(lllll2, addLight.direction, lllllllllllllllllllllllllll1, llllllllllllllllllllllllllll1, lllllllllllllllllllllllllllll1, lllllllllll14); + lllllllllllllll14 *= llllllllllllllll3; + if (lllllllllllllllllllllllllllll10 || lllllllllllllllllllllllllllll11) + { + lllllllllllllll14 *= addLight.shadowAttenuation; + } + lllllllllllllllllllllllllllllll1 += lllllllllllllll14; + if (lllllllllllllllllllllllll13 == 1) + { + llllllllllllllllll3 += addLight.color * lllllllllllllll14; + } + } + if (lllllllllllllll13 && llllllllllllll13) + { + float llllllllllllllll14 = 0; + if (llllllllllllllll13 && (lllllllllllllllllllllllll11 || (lllllllllllllllllllllllll10 == lllllllllllllllllllllllllll11))) + { + ll14 = l14; + llll14 = lll14; + lllllllllllllllllllllllllllllll13 = llllllllllllllllllllllllllllll13; + } + else + { + llllllllllllllll14 = dot(addLight.direction, llllllllllllllllllllllllllll12); + if (lllllllllllllllllllllllll11) + { + lllllllllllllllllllllllllll11 = lllllllllllllllllllllllll10; + } + if (lllllllllllllllllllllllllll11 != 0) + { + llllllllllllllll14 = shiftLinear(llllllllllllllll14, max(-0.9999, lllllllllllllllllllllllllll11)); + } + float lllllllllllllllll14 = lerp(-1, llllllllllllllll14, lllllllll14); + float llllllllllllllllll14 = saturate(lllllllllllllllll14) * llllllll14; + ll14 += llllllllllllllllll14; + if (lllllllllllllllllllllllllllll11 == 1 && lllllllllllllllllllllll11 == 1 && llllllllllllllllllllllllllllll11 == 1) + { + llllllllllllllllll14 *= addLight.shadowAttenuation; + lllllllllllllllllllllllllllllll13 += llllllllllllllllll14; + } + if (sign(lllllllllllllllll14) == -1 && ll14 == 0) + { + float lllllllllllllllllll14 = abs(lllllllllllllllll14); + llll14 = min(llll14, lllllllllllllllllll14); + } + } + if (ll12 == 1) + { + float llllllllllllllllllll14 = 0; + if (llllllllllllllll13 && lllllllllllllllll13 && lll12 == 1) + { + lllllllllll13 = lllllllllllllllllllllllllllllll1; + llllllllllllllllllll14 = lllllllllllllll14; + } + else + { + llllllllllllllllllll14 = CalculateSpecularMask(lllll2, addLight.direction, lllllllllllllllllllllllllll1, llll12, lllll12, lllllllllll14); + llllllllllllllllllll14 = llllllllllllllllllll14; + if (lllllllllllllllllllllllllllll11) + { + llllllllllllllllllll14 *= addLight.shadowAttenuation; + } + lllllllllll13 += llllllllllllllllllll14; + } + if (lllllll12 == 1) + { + llllllllllll13 += addLight.color * llllllllllllllllllll14; + } + } + } + } + LIGHT_LOOP_END +#endif + if (lllllllllllllll10 == 1 && lllllllllllllllllllllll10 == 1 && lllllllll10 == 1) + { + float3 llll15 = saturate(saturate(llllllllllllllllllllllllllllll1) * (mainLight.color)); + if (lllllllllllllllllllllllllllll10 == 1) + { + llll15 *= llllllllllllllllllllllllllll13; + } + llllll13 += saturate(llll15); + llllll13 = saturate(llllll13); + const float3 lllll15 = float3(0.2126, 0.7152, 0.0722); + float llllll15 = dot(llllll13, lllll15); + float lllllll15 = Posterize(saturate(llllll15), toonShadingData); + const float llllllll15 = 1e-6; + float lllllllll15 = (llllll15 > llllllll15) ? (lllllll15 / llllll15) : 0.0; + llllll13 = llllll13 * lllllllll15; + } + if (!llllllllllllll13) + { + ll14 = l14; + lllllllllllllllllllllllllllllll13 = llllllllllllllllllllllllllllll13; + llll14 = lll14; + lllllllllll13 = lllllllllllllllllllllllllllllll1 + lllllllllll13; + llllllllllll13 = llllllllllllllllll3; + lllllllllllllllllllllllllllllll1 = 0; + llllllllllllllllll3 = 0; + } + float llllllllll15 = saturate(llllllllllllllllllllllllllllll1); + float lllllllllll15 = saturate(llllllllllllllllllllllllllllll13); + if (llllllllllllllll10 == 0) + { + if (llllllll10 == 0) + { + llllllllll15 = Posterize(llllllllll15, toonShadingData); + lllllllllll15 = Posterize(lllllllllll15, toonShadingData); + } + } + if (lllllllllllllll10 == 1 && lllllllllllllllllllllllllllll10 == 1 && (lllllllllllllllllllllll10 == 0 || (llllllllllll11 && llllllllllllllllll11 == 1))) + { + float llllllllllll15 = saturate(min(llllllllllllllllll13, llllll14)); + float lllllllllllll15 = llllllllllllllllllllllllllll13 * saturate(llllllllllllllllllllllllllllll1) + saturate(l14) * lllll14; + float llllllllllllll15 = saturate((1 - llllllllllll15) * saturate(lllllllllllll15)) + llllllllllll15; + llll4 = llllllllllllll15; + } + if (llllllllllllllllllll11 == 1) + { + if (lllllllllllllllllllllllllllll11 == 1) + { + if (llllllllllllllllllllllllllllll11 == 1) + { + llllllll13 = saturate(llllllllllllllllllllllllllll13 + lllll14); + if (lllll13 > 0) + { + lllll13 = saturate(lllll13); + lllll13 *= llllllllllllllllllllllllllll13; + } + if (ll14 > 0) + { + lllll13 = saturate(lllll13); + lllll13 += saturate(lllllllllllllllllllllllllllllll13); + } + else + { + if (llll14 > 0) + { + lllll13 = max(lllll13, -1 * llll14); + } + } + } + else + { + float llllllllllll15 = min(llllllllllllllllll13, llllll14); + float lllllllllllll15 = llllllllllllllllllllllllllll13 * saturate(lllll13) + saturate(ll14) * lllll14; + float llllllllllllll15 = ((1 - llllllllllll15) * (lllllllllllll15)) + llllllllllll15; + llllllll13 = llllllllllllll15; + } + } + if (lllllllllllllllllllllllllllll11 == 0 || llllllllllllllllllllllllllllll11 != 1) + { + float llllllllllllllllll15 = lllll13; + lllll13 = saturate(lllll13) + saturate(ll14); + if (lllll13 == 0) + { + lllll13 = max(llllllllllllllllll15, -1 * llll14); + } + } + } + if (llllllllllllllllllllllllllllll1 > 0) + { + llllllllllllllllllllllllllllll1 = saturate(llllllllll15); + if (lllllllllllllllllllllllllllll10 == 1) + { + llllllllllllllllllllllllllllll1 *= llllllllllllllllllllllllllll13; + } + } + if (l14 > 0) + { + llllllllllllllllllllllllllllll1 = saturate(llllllllllllllllllllllllllllll1); + llllllllllllllllllllllllllllll1 += saturate(lllllllllll15); + } + else + { + if (lll14 > 0) + { + llllllllllllllllllllllllllllll1 = max(llllllllllllllllllllllllllllll1, -1 * lll14); + } + } + if (llllllllllllllllllllllllllllll1 < 0) + { + } + else + { + if (llllllllllllllll10 == 0 && llllllll10 == 1) + { + llllllllllllllllllllllllllllll1 = Posterize(saturate(llllllllllllllllllllllllllllll1), toonShadingData); + } + } + } +#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) || defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + if(_LightSource != 0) + { + const float3 lllll15 = float3(0.2126, 0.7152, 0.0722); + const float llllllll15 = 1e-6; + float3 lllllllllllllllllllll15 = (inputData.bakedGI); + float llllll15 = dot(lllllllllllllllllllll15, lllll15); + llllllll13 = saturate(llllllll13+llllll15); + if(_LightSource != 0 && lllllllllllllll10 == 1) + { + if(lllllllllllll10 == 0) + { + if(llllllllllllllll10 == 0) + { + float lllllllllllllllllllllll15 = llllll15; + if (lllllllllllllllllllllllll10 != 0.0) + { + lllllllllllllllllllllll15 = shiftLinear(lllllllllllllllllllllll15, saturate(lllllllllllllllllllllllll10)); + } + lllllllllllll13 = lllllllllllllllllllllll15; + } + else + { + if(llllll15 > 0) + { + llllllllllllllllllllllllllllll1 = max(llllll15, llllllllllllllllllllllllllllll1); + } + } + } + } + if(_LightSource == 1) + { + lllll13 = 0; + } + if(_LightSource != 0 && lllllllllllllllllllllll11 == 1) + { + float llllllllllllllllllllllll15 = saturate(llllll15); + if (lllllllllllllllllllllllllll11 != 0.0) + { + llllllllllllllllllllllll15 = shiftLinear(llllll15, saturate(lllllllllllllllllllllllllll11)); + } + if(llllll15>0) + { + lllll13 = max(lllll13,saturate(llllllllllllllllllllllll15)); + } + } + } +#endif + } +#else + UnityLight lllllllllllllllllll12 = gi.light; + llllllllllllllllllllllllllllll1 = dot(lllllllllllllllllll12.dir, llllllllllllllllllllllllll12); + if (lllllllllllllllllllllllll10 != 0) + { + llllllllllllllllllllllllllllll1 = shiftLinear(llllllllllllllllllllllllllllll1, max(-0.9999, lllllllllllllllllllllllll10)); + } + if (lllllllllllllllllllllllll11 == 0) + { + lllll13 = dot(lllllllllllllllllll12.dir, llllllllllllllllllllllllllll12); + if (lllllllllllllllllllllllllll11 != 0) + { + lllll13 = shiftLinear(lllll13, max(-0.9999, lllllllllllllllllllllllllll11)); + } + } + else + { + lllll13 = llllllllllllllllllllllllllllll1; + } +#if !_PASSFORWARDADD + if (llllllllllllllllllllllllllllll1 > 0) + { + llll4 = giInput.atten; + } + else + { + llll4 = 1; + } + if (lllllllllllllllllllllllllllll11 == 1 && lllllllllllllllllllllll11 == 1 && llllllllllllllllllllllllllllll11 == 1) + { + lllll13 *= llll4; + } + llllllll13 = llll4; +#else + llll4 = 0; + llllllllllll11 = 0; + llllllllllllllllllll11 = 0; + lllllllll12 = 0; + lllllllllllllllllllllll11 = 0; + lllllllllllllllllllllllllllll11 = 0; + stylingDataShading.color = 0; + stylingDataSpecular.color = half4(gi.light.color,1); +#endif +#endif + float llllllllllllllllllllllllllll15 = llll4; + float lllllllllllllllllllllllllllll15 = 0; + float4 llllllllllllllllllllllllllllll15 = 0; + float3 lllllllllllllllllllllllllll3; + if (lllllllllllllllllll11 == 0) + { + lllllllllllllllllllllllllll3 = llllllllllllllllll12; + } + else + { +#if _URP + lllllllllllllllllllllllllll3 = inputData.normalWS; +#else + lllllllllllllllllllllllllll3 = o.Normal; +#endif + } + float llllllllllll15 = 0; + if (lllllllllllll10 == 0) + { + llllllllllllllllllllllllllll15 = llll4; + if (lllllllllllllll10 == 1) + { + float3 ll16 = llllllllllllllllllllllll10.rgb; + if (lllllllllllllllllllllllllllll10 == 1 + || (lllllllllllllllllllllll10 == 1 && llllllllllllllll10 == 0) + || (lllllllllllllllllllllll10 == 0 && llllllllllllllll10 == 0 && lllllllllllllllllllllllllllll10 == 1) + || _LightSource != 0 + ) + { + ll16 = lerp(llllllllllllllllllllllll10.rgb, llllllllllllllllllllll12.rgb, 1 - llllllllllllllllllllllll10.a); + } + if (llllllllllllllll10 == 0) + { + if (lllllllllllllllllllllll10 == 1) + { + float lllllllllllllllllllllllllllll15 = saturate(llllllllllllllllllllllllllllll1); +#if _URP + float3 llll16 = 0; + if (_LightSource != 0) + { + float3 lllll16 = inputData.bakedGI; + float llllll16 = max(lllll16.r, max(lllll16.g, lllll16.b)); + llll16 = lllll16 / max(llllll16, 1e-5); + } + if (lllllllll10 == 1) + { + if (_LightSource != 0) + { + llllll13 *= lllllllllllllllllllllllllllll15; + llllll13 += llll16 * saturate(lllllllllllll13); + } + lllllllllllllllll9 *= float4(llllll13, 1); + } + if (_LightSource != 0) + { + float lllllll16 = PosterizeMulti(saturate(lllllllllllll13), toonShadingData, 1); + lllllllllllllllllllllllllllll15 = saturate(lllllllllllllllllllllllllllll15 + lllllll16); + } +#else + lllllllllllllllllllllllllllll15 = Posterize(lllllllllllllllllllllllllllll15, toonShadingData); +#endif + lllllllllllllllll9.xyz = lerp(ll16, lllllllllllllllll9.xyz, lllllllllllllllllllllllllllll15); +#if !_URP + if (lllllllllllllllllllllllllllll10 == 1) + { + lllllllllllllllll9 = float4(lerp(ll16, lllllllllllllllll9.rgb, saturate(llll4)), llllllllllllllllllllll12.a); + } +#endif + } + } + else + { + float lllllllllllllllllllllllllllll16 = min(0.95, llllllllllllllllllllllllllllll1); + if (llllllllllllllllllll10 == 1 && lllllllllllllllllllllll10 == 0 && llllllllllllllllllllllllllllll1 < 0) + { + lllllllllllllllllllllllllllll16 = 0; + } + lllllllllllllllllllllllllllll16 = (lllllllllllllllllllllllllllll16 + 1) / 2; + float4 llllllllllllllllllllllllllllll16 = float4(0, 0, 0, 0); + float lllllllllllllllllllllllllllllll16 = llllllllllllllllllll12.z; + float l17 = lllllllllllllllllllllllllllll16 * (lllllllllllllllllllllllllllllll16 - 1); + float2 ll17 = (l17 + 0.5) * llllllllllllllllllll12.xy; + llllllllllllllllllllllllllllll16 = tex2D(llllllllllllllllll10, ll17); + DoBlending(lllllllllllllllll9, llllllllllllllllllllll10, lllllllllllllllllllll10, llllllllllllllllllllllllllllll16); + } + if (lllllllllllllllllllllllllllll10 == 0 && (llllllllllllllllllll11 == 0 || lllllllllllllllllllllllllllll11 == 0)) + { + llll4 = 1; + } + if (_LightSource == 0) + { + if (lllllllllllllllllllllll10 == 1 && llllllllllllllll10 == 0) + { + if (llllllllllllllllllllllllllllll1 < 0.0 && saturate(lllllllllllll13) < 0.0001) + { + lllllllllllllllll9 = llllllllllllllllllllllllllll10; + lllllllllllllllllllllllllll10 = 1 - lllllllllllllllllllllllllll10; + float lllllll17 = lllllllllllllllllllllllllll10 * llllllllllllllllllllllllll10; + float llllllll17 = smoothstep(-lllllll17 + 0.01, -llllllllllllllllllllllllll10, llllllllllllllllllllllllllllll1); + float3 lllllllll17 = lerp(llllllllllllllllllllllllllll10.rgb, llllllllllllllllllllll12.rgb, 1 - llllllllllllllllllllllllllll10.a); + lllllllllllllllll9 = float4(lerp(ll16, lllllllll17, llllllll17), llllllllllllllllllllll12.a); + } + } + if (lllllllllllllllllllllll10 == 0 && llllllllllllllll10 == 0 && lllllllllllllllllllllllllllll10 == 1) + { + lllllllllllllllll9 = float4(lerp(ll16, lllllllllllllllll9.rgb, saturate(llll4)), llllllllllllllllllllll12.a); + } + } + } + #if _URP + if (_LightSource != 1) + #endif + { +#if _ENABLE_SPECULAR || !_USE_OPTIMIZATION_DEFINES + if (llll11 == 1) + { +#if _URP +#else + lllllllllllllllllllllllllllllll1 = CalculateSpecularMask(lllll2, lllllllllllllllllll12.dir, lllllllllllllllllllllllllll1, lllllll11, llllllll11, llllllllllllllllllllllllllllll1); + lllllllllllllllllllllllllllllll1 *= lllllllll11; + if (lllllllllllllllllllllllllllll10 == 1) + { + lllllllllllllllllllllllllllllll1 *= llll4; + } +#endif +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SPECULAR_BLENDING + lllll11 = _SPECULAR_BLENDING; +#endif +#endif + half4 llllllllll17; + { + llllllllll17 = llllll11; + } + DoBlending(lllllllllllllllll9, lllllllllllllllllllllllllllllll1, lllll11, llllllllll17); + } +#endif + } +#if _URP + lllllllllllllllll9 += half4(surface.emission, 0); +#else + lllllllllllllllll9 += half4(o.Emission, 0); +#endif + } + else + { + ToonShadingData toonShadingData; + toonShadingData.enableToonShading = lllllllllllllll10; +#if _URP + toonShadingData.normalWS = inputData.normalWS; +#endif + toonShadingData.normalWSNoMap = llllllllllllllllll12; + toonShadingData.cellTransitionSmoothness = lllllll10; + toonShadingData.numberOfCells = lllllllllllllllllllllll12; + toonShadingData.specularEdgeSmoothness = llllllll11; + toonShadingData.shadingAffectByNormalMap = lll11; + toonShadingData.specularAffectedByNormalMap = llllllllll11; +#if _USE_OPTIMIZATION_DEFINES +#if _ENABLE_TOON_SHADING + toonShadingData.enableToonShading = 1; +#else + toonShadingData.enableToonShading = 0; +#endif +#endif +#if _SHADING_BLINNPHONG + if (llllllllllllll10 == 0) + { +#if _URP +#if UNITY_VERSION >= 202120 + lllllllllllllllll9 = UniversalFragmentBlinnPhong(inputData, surface.albedo, half4(surface.specular, surface.smoothness), surface.smoothness, surface.emission, surface.alpha,lllllllllllllllllllllllllllllll9, toonShadingData); +#else + lllllllllllllllll9 = UniversalFragmentBlinnPhong(inputData, surface.albedo, half4(surface.specular, surface.smoothness), surface.smoothness, surface.emission, surface.alpha, toonShadingData); +#endif +#else +#endif + } +#endif +#if _SHADING_PBR + if (llllllllllllll10 == 1) + { +#if _URP + lllllllllllllllll9 = UniversalFragmentPBR(inputData, surface, toonShadingData); +#else +#if !_PASSFORWARDADD +#if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC +#else + LightingStandard_GI_Toon(o, giInput, gi, toonShadingData); +#if defined(_OVERRIDE_BAKEDGI) + gi.indirect.diffuse = l.DiffuseGI; + gi.indirect.specular = l.SpecularGI; +#endif + lllllllllllllllll9 = LightingStandard_Toon (o, d.worldSpaceViewDir, gi, toonShadingData); + lllllllllllllllll9 += half4(o.Emission, 0); +#endif +#else +#if _USESPECULAR +#elif _BDRF3 || _SIMPLELIT +#else + lllllllllllllllll9 = LightingStandard_Toon (o, d.worldSpaceViewDir, gi, toonShadingData); +#endif +#endif +#endif + } +#endif + } + float lllll4 = 0; + if (lllllllllllllll10 == 1) + { +#if _URP + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + float llllllllllll17 = dot(mainLight.direction, lllllllllllllllllllllllllll3); + float lllllllllllll17 = mainLight.shadowAttenuation; +#else + float llllllllllllllllllllllllllllll1 = dot(lllllllllllllllllll12.dir, lllllllllllllllllllllllllll3); +#endif +#if _ENABLE_RIM || !_USE_OPTIMIZATION_DEFINES +#if !_USE_OPTIMIZATION_DEFINES + if (llllllllllll11 == 1) +#endif + { +#if _URP + lllll4 = CalculateRimMask(lllllllllllllllllllllllllll3, lllllllllllllllllllllllllll1, lllllllllllllll11, llllllllllllllll11, llllllllllll17, llllllllllllllllll11, lllllllllllllllllllllllllllll10, lllllllllllllllllllllll10, lllllllllllll17); +#else + lllll4 = CalculateRimMask(lllllllllllllllllllllllllll3, lllllllllllllllllllllllllll1, lllllllllllllll11, llllllllllllllll11, llllllllllllllllllllllllllllll1, llllllllllllllllll11, lllllllllllllllllllllllllllll10, lllllllllllllllllllllll10, llll4); +#endif + lllll4 *= lllllllllllllllll11; +#if _USE_OPTIMIZATION_DEFINES +#ifdef _RIM_BLENDING + lllllllllllll11 = _RIM_BLENDING; +#endif +#endif + lllll4 = saturate(lllll4); + DoBlending(lllllllllllllllll9, lllll4, lllllllllllll11, llllllllllllll11); + } +#endif + } +#if _ENABLE_STYLING || !_USE_OPTIMIZATION_DEFINES +#if !_USE_OPTIMIZATION_DEFINES + if (llllllllllllllllllll11 == 1) +#endif + { +#ifdef _EMISSION +#if _URP + float3 lllllllllllllll17 = surface.emission; +#else + float3 lllllllllllllll17 = o.Emission; +#endif + float llllllllllllllllll17 = max(max(lllllllllllllll17.r, lllllllllllllll17.g), lllllllllllllll17.b); +#endif +#if !_URP + if (ll12 == 1) + { + if (llll11 == 0 || lll12 == 0) + { + float lllllllllllllllllll17 = saturate(llllllllllllllllllllllllllllll1); + lllllllllll13 = CalculateSpecularMask(llllllllllllllllllllllllllll12, lllllllllllllllllll12.dir, lllllllllllllllllllllllllll1, llll12, lllll12, lllllllllllllllllll17); + lllllllllll13 = saturate(lllllllllll13); + lllllllllll13 *= llllllllllllllllllllllllllll15; + } + else + { + lllllllllll13 = saturate(lllllllllllllllllllllllllllllll1); + } + } +#endif + if (llllll12 == 1) + { + lllll13 = 1 - lllll13 - lllllllllll13 * 10; + lllll13 = 1 - lllll13; + llllllllllllllllllllllllllll15 = 1 - ((1 - llllllllllllllllllllllllllll15) - lllllllllll13 * 10); + } +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SHADING_STYLING_DRAWSPACE + uvSpaceDataShading.drawSpace = _SHADING_STYLING_DRAWSPACE; +#endif +#ifdef _SHADING_STYLING_COORDINATESYSTEM + uvSpaceDataShading.coordinateSystem = _SHADING_STYLING_COORDINATESYSTEM; +#endif +#endif +#if _URP + float2 llllllllllllllllllll17 = ConvertToDrawSpace(inputData, lllllllll1, uvSpaceDataShading, llllllllllllllllllllllllllll0, uvSets); +#else + float2 llllllllllllllllllll17 = ConvertToDrawSpace(d.worldSpacePosition, d.worldSpaceNormal, lllllllll1, uvSpaceDataShading, llllllllllllllllllllllllllll0, uvSets); +#endif + float lllllllllllllllllllllll17 = stylingDataShading.density; + float lllllllllllllllllll5 = stylingDataShading.size; + float lllllllllllllllllllllllll17 = 1; +#if _ENABLE_SHADING_STYLING || !_USE_OPTIMIZATION_DEFINES +#if !_USE_OPTIMIZATION_DEFINES + if (lllllllllllllllllllllll11 != 0) +#endif + { + float llllllllllllllllllllllllll17 = 0; +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SHADING_STYLING_BLENDING + positionAndBlendingDataShading.blending = _SHADING_STYLING_BLENDING; +#endif +#ifdef _SHADING_STYLE + stylingDataShading.style = _SHADING_STYLE; +#endif +#if _SHADING_STYLING_RANDOMIZER + stylingRandomDataShading.enableRandomizer = 1; +#else + stylingRandomDataShading.enableRandomizer = 0; +#endif +#endif + RequiredNoiseData requiredNoiseDataShading; +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SHADING_STYLING_RANDOMIZER_PERLIN + requiredNoiseDataShading.perlinNoise = 1; +#else + requiredNoiseDataShading.perlinNoise = 0; +#endif +#ifdef _SHADING_STYLING_RANDOMIZER_PERLIN_FLOORED + requiredNoiseDataShading.perlinNoiseFloored = 1; +#else + requiredNoiseDataShading.perlinNoiseFloored = 0; +#endif +#ifdef _SHADING_STYLING_RANDOMIZER_WHITE + requiredNoiseDataShading.whiteNoise = 1; +#else + requiredNoiseDataShading.whiteNoise = 0; +#endif +#ifdef _SHADING_STYLING_RANDOMIZER_WHITE_FLOORED + requiredNoiseDataShading.whiteNoiseFloored = 1; +#else + requiredNoiseDataShading.whiteNoiseFloored = 0; +#endif +#else + requiredNoiseDataShading.perlinNoise = 1; + requiredNoiseDataShading.perlinNoiseFloored = 1; + requiredNoiseDataShading.whiteNoise = 1; + requiredNoiseDataShading.whiteNoiseFloored = 1; +#endif + float lllllllllllllllllllllllllll17 = (lllll13); + if (lllllllllllllllllllllllllllll11 == 1 && llllllllllllllllllllllllllllll11 == 1 +#if _URP + && _LightSource != 1 +#endif + ) + { + stylingDataShading.opacityFalloff *= llllllll13; + stylingDataShading.sizeFalloff *= llllllll13; + } + if (positionAndBlendingDataShading.isInverted == 1) + { + lllllllllllllllllllllllllll17 = 1 - saturate(lllllllllllllllllllllllllll17); + } + if (stylingDataShading.style == 0) + { + float lllllllllllllllllllllll17 = stylingDataShading.density; + float lllllllllllllllllll5 = stylingDataShading.size; + lllllllllllllllllll5 = stylingDataShading.size / 2; + if (lllllllllllllllllllllllll11 == 0) + { + lllllllllllllllllllllll12 = llllllllllllllllllllllllll11; + } + else + { + lllllllllllllllllllllll12 = llllll10; + } +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SHADING_STYLING_NUMBER_OF_CELLS_HATCHING + lllllllllllllllllllllll12 = _SHADING_STYLING_NUMBER_OF_CELLS_HATCHING; +#endif +#endif + float llllllllllllllllllllllllllllll17 = (1. / lllllllllllllllllllllll12) * llllllllllllllllllllllllllll11; + int lllllllllllllllllllllllllllllll17 = ceil((max(lllllllllllllllllllllllllll17 - llllllllllllllllllllllllllllll17, 0)) * lllllllllllllllllllllll12); + lllllllllllllllllllllllllllllll17 = lllllllllllllllllllllll12 - lllllllllllllllllllllllllllllll17; + float l18 = stylingDataShading.rotation; + float ll18 = radians(l18); + float lll18 = stylingDataShading.rotationBetweenCells; + float llll18 = radians(lll18); + float2 lllll18; + NoiseSampleData noiseSampleData; + lllllllllllllllllllllllll17 = 1; + float lllllllllllllllll1 = 0; + #if _USE_OPTIMIZATION_DEFINES + [unroll(lllllllllllllllllllllll12)] + #else + [unroll(15)] +#endif + for (int i = 1; i <= lllllllllllllllllllllllllllllll17; i++) + { + lllllllllllllllllll5 = stylingDataShading.size / 2; + float lllllll18 = i - 1; + float lll5 = ll18 + llll18 * lllllll18; + llllllllllllllllllll17 += lllllllllllllllll1; + lllll18 = RotateUVRadians(llllllllllllllllllll17, lll5); + noiseSampleData = SampleNoiseData(lllll18, stylingDataShading, stylingRandomDataShading, requiredNoiseDataShading, lllllllllllllllll7, llllllllllllllllll7); + lllllllllllllllll1 += (float) stylingDataShading.density; + float lllllllll18 = lllll18.x; + float llllllllll18 = lllll18.y; + float llll8 = max(stylingDataShading.dashDensity, 0.0001); + lllllllll18 *= stylingDataShading.density; + llllllllll18 *= llll8; + float llllllllllll18 = floor(lllllllll18); + float lllllllllllll18 = llllllllll18; + float llllllllllllll18 = llllllllllllllllllllllllllllll7 ? fwidth(lllllllll18) : 0.0; + if (stylingRandomDataShading.enableRandomizer == 1) + { + lllllllll18 += noiseSampleData.perlinNoise * stylingRandomDataShading.noiseIntensity; + llllllllll18 += noiseSampleData.perlinNoise * stylingRandomDataShading.noiseIntensity; + lllllllllllll18 = llllllllll18; + llllllllllllll18 = llllllllllllllllllllllllllllll7 ? fwidth(lllllllll18) : 0.0; + float llllllll8 = 0; + if (stylingRandomDataShading.thicknessRandomMode == 0) + { + llllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomDataShading.thicknessRandomMode == 1) + { + llllllll8 = noiseSampleData.perlinNoiseFloored; + } + else + { + llllllll8 = ((noiseSampleData.perlinNoiseFloored) + noiseSampleData.whiteNoise) / 2; + } + float lllllllll8 = remap(0, 1, 0.0, lllllllllllllllllll5, llllllll8 * stylingRandomDataShading.thicknesshRandomIntensity); + lllllllllllllllllll5 -= lllllllll8; + float llllllllll8 = 0; + if (stylingRandomDataShading.spacingRandomMode == 0) + { + llllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomDataShading.spacingRandomMode == 1) + { + llllllllll8 = noiseSampleData.perlinNoiseFloored; + } + else + { + llllllllll8 = ((noiseSampleData.perlinNoiseFloored) + noiseSampleData.whiteNoise) / 2; + } + float lllllllllll8 = lllllllllllllllllll5; + if (stylingDataShading.dashEnabled == 1 && _StylingShadingDashesType == 1) + { + lllllllllll8 = CalculateHatchingDashSafeSpacingHalfWidth( + lllllllllllllllllll5, + stylingDataShading.hardness, + llllllllllllll18, + llllllllllllllllllllllllllllll7 + ); + } + float llllllllllll8 = remap(0, 1, -0.5 + lllllllllll8, 0.5 - lllllllllll8, llllllllll8); + lllllllll18 += llllllllllll8 * stylingRandomDataShading.spacingRandomIntensity * saturate(1 - stylingRandomDataShading.noiseIntensity); + } + lllllllll18 = abs(frac(lllllllll18) - 0.5); + float llllllllllllllllllll18 = (float) (lllllllllllllllllllllll12 - i) / lllllllllllllllllllllll12; + float lllllllllllllllllllll18 = remap(0, 1, 0, llllllllllllllllllllllllllllll17, llllllllllllllllllllllllllll11); + float lllllllllll5; + float lllllllllllllll8; + float llllllllllllllllllllllll18 = 0; + if (stylingRandomDataShading.enableRandomizer == 1) + { + float llllllllllllll8 = 0; + if (stylingRandomDataShading.lengthRandomMode == 0) + { + llllllllllllll8 = noiseSampleData.whiteNoise * saturate(1 - stylingRandomDataShading.noiseIntensity); + } + else if (stylingRandomDataShading.lengthRandomMode == 1) + { + llllllllllllll8 = noiseSampleData.perlinNoiseFloored; + } + else + { + llllllllllllll8 = ((noiseSampleData.perlinNoiseFloored + (noiseSampleData.whiteNoise * saturate(1 - stylingRandomDataShading.noiseIntensity))) / 2); + } + lllllllllllllll8 = llllllllllllll8 * stylingRandomDataShading.lengthRandomIntensity; + llllllllllllllllllllllll18 = remap(0, 1, 0, llllllllllllllllllll18 + lllllllllllllllllllll18, lllllllllllllll8); + } + lllllllllll5 = remap(0, llllllllllllllllllll18 + lllllllllllllllllllll18 - llllllllllllllllllllllll18, 0, 1, lllllllllllllllllllllllllll17); + if (i == lllllllllllllllllllllll12 && sign(lllllllllllllllllllllllllll17) == 1) + { + float llllllllllllllllllllllll18 = 0; + if (stylingRandomDataShading.enableRandomizer == 1) + { + llllllllllllllllllllllll18 = remap(0, 1, 0, 1 - llllllllllllllllllllllllllllll17, lllllllllllllll8); + } + lllllllllll5 = remap(0, llllllllllllllllllllllllllllll17, 1 - llllllllllllllllllllllllllllll17 + llllllllllllllllllllllll18, 1 + llllllllllllllllllllllll18, lllllllllllllllllllllllllll17); + } + if (i == lllllllllllllllllllllll12 && sign(lllllllllllllllllllllllllll17) == -1) + { + float lllllllllllllllllllllllllll18 = (float) 1. / lllllllllllllllllllllll12; + lllllllllllllllllllll18 = remap(0, 1, 0, lllllllllllllllllllllllllll18, llllllllllllllllllllllllllll11); + float llllllllllllllllllllllll18 = 0; + if (stylingRandomDataShading.enableRandomizer == 1) + { + llllllllllllllllllllllll18 = remap(0, 1, 0, 1 - lllllllllllllllllllll18, lllllllllllllll8); + } + lllllllllll5 = remap(0, -1, 1 - lllllllllllllllllllll18 + llllllllllllllllllllllll18, 0, lllllllllllllllllllllllllll17); + } + float llllllllllllllll8 = smoothstep(1 - stylingDataShading.sizeFalloff, 1, lllllllllll5); + if (llllllllllllllllllllllllllll15 <= 0 && lllllllllllllllllllllllllll17 > 0) + { + } + llllllllllllllll8 = max(lllllllllllllllllll5 - llllllllllllllll8, 0); + float llllllllllllllllllllllllllllll18; + if (stylingRandomDataShading.enableRandomizer == 1) + { + float llllllllllllllllll8 = 0; + if (stylingRandomDataShading.hardnessRandomMode == 0) + { + llllllllllllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomDataShading.hardnessRandomMode == 1) + { + llllllllllllllllll8 = noiseSampleData.perlinNoiseFloored * 5; + } + else + { + llllllllllllllllll8 = ((noiseSampleData.perlinNoiseFloored + noiseSampleData.whiteNoise) / 2) * 5; + } + llllllllllllllllllllllllllllll18 = remap(0, 1, 0, llllllllllllllll8, min(saturate(stylingDataShading.hardness - llllllllllllllllll8 * stylingRandomDataShading.hardnessRandomIntensity), stylingDataShading.hardness)); + } + else + { + llllllllllllllllllllllllllllll18 = remap(0, 1, 0, llllllllllllllll8, stylingDataShading.hardness); + } + float l19 = (llllllllllllllll8 > 0.0001) ? saturate(llllllllllllllllllllllllllllll18 / max(llllllllllllllll8, 0.0001)) : stylingDataShading.hardness; + float llllllllllll6 = lllllllll18; + float lllllllllll6 = CalculateHatching1DMaskFromDistance( + llllllllllll6, + llllllllllllllll8, + l19, + lllllllllllllllllll5, + stylingDataShading.size, + llllllllllllll18, + llllllllllllllllllllllllllllll7 + ); + lllllllll18 = lllllllllll6; + if (stylingDataShading.dashEnabled == 1 && i == 1) + { + float llllllllllllllllllll8 = CalculateHatchingDashContinuity( + stylingDataShading.dashTransitionPosition, + stylingDataShading.dashTransitionSoftness, + lllllllllll5 + ); + float lllllllllllllllllllll8 = saturate(stylingDataShading.dashLength) * 0.5; + float lllllllllllllll6 = lerp(lllllllllllllllllllll8, 0.5, llllllllllllllllllll8); + llllllllll18 += llllllllllll18 * saturate(stylingDataShading.dashOffset); + float lllllll19 = llllllllllllllllllllllllllllll7 ? fwidth(lllllllllllll18) : 0.0; + float lllllllllllll6 = abs(frac(llllllllll18) - 0.5); + lllllllll18 = ApplyHatchingDashMode( + lllllllllll6, + llllllllllll6, + lllllllllllll6, + llllllllllllllll8, + lllllllllllllll6, + l19, + llllllllllllll18, + lllllll19, + stylingDataShading.dashType, + stylingDataShading.dashRoundness, + llllllllllllllllllllllllllllll7 + ); + } + if (stylingRandomDataShading.enableRandomizer == 1) + { + float lllllllllllllllllllllllll8; + if (stylingRandomDataShading.opacityRandomMode == 0) + { + lllllllllllllllllllllllll8 = noiseSampleData.whiteNoise; + } + else if (stylingRandomDataShading.opacityRandomMode == 1) + { + lllllllllllllllllllllllll8 = noiseSampleData.perlinNoiseFloored * 5; + } + else + { + lllllllllllllllllllllllll8 = ((noiseSampleData.perlinNoiseFloored + noiseSampleData.whiteNoise) / 2) * 5; + } + lllllllll18 = saturate(lllllllll18 - (lllllllllllllllllllllllll8 * stylingRandomDataShading.opacityRandomIntensity)); + } + float llllllllllllllllllllllllll8 = smoothstep(saturate(min(1 - stylingDataShading.opacityFalloff, 1)), 1, lllllllllll5); + lllllllll18 *= 1 - llllllllllllllllllllllllll8; + lllllllll18 = 1 - lllllllll18; + lllllllllllllllllllllllll17 = min(lllllllll18, lllllllllllllllllllllllll17); + } + lllllllllllllllllllllllll17 = 1 - lllllllllllllllllllllllll17; + lllllllllllllllllllllllll17 *= stylingDataShading.opacity; + lllllllllllllllllllllllll17 = 1 - lllllllllllllllllllllllll17; + llllllllllllllllllllllllll17 = lllllllllllllllllllllllll17; + } + else if (stylingDataShading.style == 1) + { + float2 llllllllllllllllllllllllllllll8 = llllllllllllllllllll17; + float2 lllllllllllllllllllllllllllllll4 = RotateUV(llllllllllllllllllllllllllllll8, stylingDataShading.rotation); + NoiseSampleData noiseSampleData = SampleNoiseData(lllllllllllllllllllllllllllllll4, stylingDataShading, stylingRandomDataShading, requiredNoiseDataShading, lllllllllllllllll7, llllllllllllllllll7); + if (false) + { + } + float lllllllllllll19 = 1 - lllllllllllllllllllllllllll17; + float llllllllllllll9 = Halftones(lllllllllllll19, lllllllllllllllllllllllllllllll4, stylingDataShading, stylingRandomDataShading, noiseSampleData); + llllllllllllllllllllllllll17 = llllllllllllll9; + } + if (false) + { + } +#ifdef _EMISSION + llllllllllllllllllllllllll17 = 1 - llllllllllllllllllllllllll17; + llllllllllllllllllllllllll17 = saturate(llllllllllllllllllllllllll17 - llllllllllllllllll17); + llllllllllllllllllllllllll17 = 1 - llllllllllllllllllllllllll17; +#endif +#if _USE_OPTIMIZATION_DEFINES +#if _ENABLE_STYLING_DISTANCEFADE + generalStylingData.enableDistanceFade = 1; +#else + generalStylingData.enableDistanceFade = 0; +#endif +#endif + if (generalStylingData.enableDistanceFade == 1) + { + float lllllllllllllll19 = lllllllllllllllllllllllllll17; + if (stylingDataShading.style == 0) + { + int lllllllllllllllllllllll12; + if (lllllllllllllllllllllllll11 == 0) + { + lllllllllllllllllllllll12 = llllllllllllllllllllllllll11; + } + else + { + lllllllllllllllllllllll12 = llllll10; + } + float llllllllllllllllllllllllllllll17 = (1. / lllllllllllllllllllllll12) * llllllllllllllllllllllllllll11; + float lllllllllllllllllllll18 = remap(0, 1, 0, llllllllllllllllllllllllllllll17, llllllllllllllllllllllllllll11); + lllllllllllllll19 -= -1 + ((lllllllllllllllllllllll12 - 1.) / lllllllllllllllllllllll12) + lllllllllllllllllllll18; + } + float lllllllllllllllllll19 = distance(_WorldSpaceCameraPos, d.worldSpacePosition); + float llllllllllllllllllll19 = max(lllllllllllllll19, 1 - stylingDataShading.opacityFalloff); + llllllllllllllllllll19 = remap(1 - stylingDataShading.opacityFalloff, 1, 0, 1, llllllllllllllllllll19); + float lllllllllllllllllllll19 = max(lllllllllllllll19, 1 - stylingDataShading.sizeFalloff); + lllllllllllllllllllll19 = remap(1 - stylingDataShading.sizeFalloff, 1, 0, 1, lllllllllllllllllllll19); + float llllllllllllllllllllll19 = lerp(0.0, 1, saturate(1 - stylingDataShading.size)); + if (generalStylingData.adjustDistanceFadeValue == 1) + { + llllllllllllllllllllll19 = generalStylingData.distanceFadeValue; + } + lllllllllllllllllllll19 = max(llllllllllllllllllllll19, lllllllllllllllllllll19 * 2); + llllllllllllllllllll19 = max(llllllllllllllllllllll19, llllllllllllllllllll19); + float lllllllllllllllllllllll19 = max(lllllllllllllllllllll19, llllllllllllllllllll19); + lllllllllllllllllllllll19 = saturate(lllllllllllllllllllllll19); + llllllllllllllllllllllllll17 = lerp(llllllllllllllllllllllllll17, lllllllllllllllllllllll19, saturate(((lllllllllllllllllll19 - generalStylingData.distanceFadeStartDistance) / generalStylingData.distanceFadeFalloff))); + } + if (positionAndBlendingDataShading.isInverted == 1) + { + llllllllllllllllllllllllll17 = 1 - llllllllllllllllllllllllll17; + } + DoBlending(lllllllllllllllll9, 1 - llllllllllllllllllllllllll17, positionAndBlendingDataShading.blending, stylingDataShading.color); + if (false) + { + } + if (false) + { + } + } +#endif + #if _URP + if (_LightSource != 1) + #endif + { +#if (_ENABLE_CASTSHADOWS_STYLING && _STYLING_CASTSHADOWS_SYNC_WITH_OTHER_STYLING != 1) || !_USE_OPTIMIZATION_DEFINES +#if !_USE_OPTIMIZATION_DEFINES + if (lllllllllllllllllllllllllllll11 && llllllllllllllllllllllllllllll11 != 1) +#endif + { +#if _USE_OPTIMIZATION_DEFINES +#ifdef _CASTSHADOWS_STYLING_BLENDING + positionAndBlendingDataCastShadows.blending = _CASTSHADOWS_STYLING_BLENDING; +#endif +#ifdef _CASTSHADOWS_STYLING_DRAWSPACE + uvSpaceDataCastShadows.drawSpace = _CASTSHADOWS_STYLING_DRAWSPACE; +#endif +#ifdef _CASTSHADOWS_STYLING_COORDINATESYSTEM + uvSpaceDataCastShadows.coordinateSystem = _CASTSHADOWS_STYLING_COORDINATESYSTEM; +#endif +#ifdef _CASTSHADOWS_STYLE + stylingDataCastShadows.style = _CASTSHADOWS_STYLE; +#endif +#if _CASTSHADOWS_STYLING_RANDOMIZER + stylingRandomDataCastShadows.enableRandomizer = 1; +#else + stylingRandomDataCastShadows.enableRandomizer = 0; +#endif +#endif + RequiredNoiseData requiredNoiseDataCastShadows; +#if _USE_OPTIMIZATION_DEFINES +#ifdef _CASTSHADOWS_STYLING_RANDOMIZER_PERLIN + requiredNoiseDataCastShadows.perlinNoise = 1; +#else + requiredNoiseDataCastShadows.perlinNoise = 0; +#endif +#ifdef _CASTSHADOWS_STYLING_RANDOMIZER_PERLIN_FLOORED + requiredNoiseDataCastShadows.perlinNoiseFloored = 1; +#else + requiredNoiseDataCastShadows.perlinNoiseFloored = 0; +#endif +#ifdef _CASTSHADOWS_STYLING_RANDOMIZER_WHITE + requiredNoiseDataCastShadows.whiteNoise = 1; +#else + requiredNoiseDataCastShadows.whiteNoise = 0; +#endif +#ifdef _CASTSHADOWS_STYLING_RANDOMIZER_WHITE_FLOORED + requiredNoiseDataCastShadows.whiteNoiseFloored = 1; +#else + requiredNoiseDataCastShadows.whiteNoiseFloored = 0; +#endif +#else + requiredNoiseDataCastShadows.perlinNoise = 1; + requiredNoiseDataCastShadows.perlinNoiseFloored = 1; + requiredNoiseDataCastShadows.whiteNoise = 1; + requiredNoiseDataCastShadows.whiteNoiseFloored = 1; +#endif +#if _URP + float2 llllllllllllllllllllllll19 = ConvertToDrawSpace(inputData, lllllllll1, uvSpaceDataCastShadows, llllllllllllllllllllllllllll0, uvSets); +#else + float2 llllllllllllllllllllllll19 = ConvertToDrawSpace(d.worldSpacePosition, d.worldSpaceNormal, lllllllll1, uvSpaceDataCastShadows, llllllllllllllllllllllllllll0, uvSets); +#endif +#ifdef _EMISSION + llllllll13 = 1 - llllllll13; + llllllll13 = saturate(llllllll13 - llllllllllllllllll17); + llllllll13 = 1 - llllllll13; +#endif + llllllllllllllllllllllllllll15 = llllllll13; + float llllllllllllllllllllllllll17 = 0; + if (stylingDataCastShadows.style == 0) + { + float lllllllllllllllllllllllllll19 = stylingDataCastShadows.rotation; + float llllllllllllllllllllllllllll19 = radians(lllllllllllllllllllllllllll19); + float lllllllllllllllllllllllllllll19 = stylingDataCastShadows.rotationBetweenCells; + float llllllllllllllllllllllllllllll19 = radians(lllllllllllllllllllllllllllll19); + float lllllllllllllllllllllllllllllll19 = l12; + lllllllllllllllllllllllllllllll19 = min(lllllllllllllllllllllllllllllll19, 0.99); + float l20 = 1; + float lllllllllllllllllllllll12 = lllllllllllllllllllllllllllllll11; + #if _USE_OPTIMIZATION_DEFINES + #ifdef _CASTSHADOWS_STYLING_NUMBER_OF_CELLS_HATCHING + lllllllllllllllllllllll12 = _CASTSHADOWS_STYLING_NUMBER_OF_CELLS_HATCHING; + #endif + [unroll(lllllllllllllllllllllll12)] + #else + [unroll(15)] +#endif + for (int j = 1; j <= lllllllllllllllllllllll12; j++) + { + llllllll13 = min(j / lllllllllllllllllllllll12, llllllllllllllllllllllllllll15); + if (lllllllllllllllllllllll12 != 1) + { + float lllllllllllllllllllllllllll9 = 0; + if (lllllllllllllllllllllll12 <= 1) + { + lllllllllllllllllllllllllll9 = 0.0; + } + else + { + float llll20 = (float) j - 1; + float lllll20 = (float) (lllllllllllllllllllllll12 - 1); + float llllll20 = llll20 / lllll20; + lllllllllllllllllllllllllll9 = lerp(1.0, llllll20, lllllllllllllllllllllllllllllll19); + } + float lllllll20 = min(lllllllllllllllllllllllllll9, llllllllllllllllllllllllllll15); + lllllll20 = remap(0, lllllllllllllllllllllllllll9, 0, 1, llllllllllllllllllllllllllll15); + llllllll13 = lllllll20; + llllllll13 = max(llllllll13, llllllllllllllllllllllllllll15); + } + else + { + llllllll13 = llllllllllllllllllllllllllll15; + } + float lllllll18 = j - 1; + float lll5 = llllllllllllllllllllllllllll19 + llllllllllllllllllllllllllllll19 * lllllll18; + float2 lllll18 = RotateUVRadians(llllllllllllllllllllllll19, lll5); + lllll18.x += (j - 1) / (float) lllllllllllllllllllllll12 * stylingDataCastShadows.density; + NoiseSampleData noiseSampleData = SampleNoiseData(lllll18, stylingDataCastShadows, stylingRandomDataCastShadows, requiredNoiseDataCastShadows, lllllllllllllllll7, llllllllllllllllll7); + float lllllllllll20 = Hatching(1 - llllllll13, lllll18, stylingDataCastShadows, stylingRandomDataCastShadows, noiseSampleData, llllllllllllllllllllllllllllll7); + lllllllllll20 = 1 - lllllllllll20; + { + l20 = min(lllllllllll20, l20); + } + } + llllllllllllllllllllllllll17 = l20; + } + else if (stylingDataCastShadows.style == 1) + { + float2 lllllllllllllllllllllllllllllll4 = RotateUV(llllllllllllllllllllllll19, stylingDataCastShadows.rotation); + NoiseSampleData noiseSampleData = SampleNoiseData(lllllllllllllllllllllllllllllll4, stylingDataCastShadows, stylingRandomDataCastShadows, requiredNoiseDataCastShadows, lllllllllllllllll7, llllllllllllllllll7); + float llllllllllllll9 = Halftones(1 - llllllll13, lllllllllllllllllllllllllllllll4, stylingDataCastShadows, stylingRandomDataCastShadows, noiseSampleData); + llllllllllllllllllllllllll17 = llllllllllllll9; + } + DoBlending(lllllllllllllllll9, 1 - llllllllllllllllllllllllll17, positionAndBlendingDataCastShadows.blending, stylingDataCastShadows.color); + } +#endif + } + #if _URP + if (_LightSource != 1) + #endif + { +#if _ENABLE_SPECULAR_STYLING || !_USE_OPTIMIZATION_DEFINES +#if !_USE_OPTIMIZATION_DEFINES + if (ll12) +#endif + { +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SPECULAR_STYLING_BLENDING + positionAndBlendingDataSpecular.blending = _SPECULAR_STYLING_BLENDING; +#endif +#ifdef _SPECULAR_STYLING_DRAWSPACE + uvSpaceDataSpecular.drawSpace = _SPECULAR_STYLING_DRAWSPACE; +#endif +#ifdef _SPECULAR_STYLING_COORDINATESYSTEM + uvSpaceDataSpecular.coordinateSystem = _SPECULAR_STYLING_COORDINATESYSTEM; +#endif +#ifdef _SPECULAR_STYLE + stylingDataSpecular.style = _SPECULAR_STYLE; +#endif +#if _SPECULAR_STYLING_RANDOMIZER + stylingRandomDataSpecular.enableRandomizer = 1; +#else + stylingRandomDataSpecular.enableRandomizer = 0; +#endif +#endif + RequiredNoiseData requiredNoiseDataSpecular; +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SPECULAR_STYLING_RANDOMIZER_PERLIN + requiredNoiseDataSpecular.perlinNoise = 1; +#else + requiredNoiseDataSpecular.perlinNoise = 0; +#endif +#ifdef _SPECULAR_STYLING_RANDOMIZER_PERLIN_FLOORED + requiredNoiseDataSpecular.perlinNoiseFloored = 1; +#else + requiredNoiseDataSpecular.perlinNoiseFloored = 0; +#endif +#ifdef _SPECULAR_STYLING_RANDOMIZER_WHITE + requiredNoiseDataSpecular.whiteNoise = 1; +#else + requiredNoiseDataSpecular.whiteNoise = 0; +#endif +#ifdef _SPECULAR_STYLING_RANDOMIZER_WHITE_FLOORED + requiredNoiseDataSpecular.whiteNoiseFloored = 1; +#else + requiredNoiseDataSpecular.whiteNoiseFloored = 0; +#endif +#else + requiredNoiseDataSpecular.perlinNoise = 1; + requiredNoiseDataSpecular.perlinNoiseFloored = 1; + requiredNoiseDataSpecular.whiteNoise = 1; + requiredNoiseDataSpecular.whiteNoiseFloored = 1; +#endif +#if _URP + float2 llllllllllllll20 = ConvertToDrawSpace(inputData, lllllllll1, uvSpaceDataSpecular, llllllllllllllllllllllllllll0, uvSets); +#else + float2 llllllllllllll20 = ConvertToDrawSpace(d.worldSpacePosition, d.worldSpaceNormal, lllllllll1, uvSpaceDataSpecular, llllllllllllllllllllllllllll0, uvSets); +#endif + float2 lllllllllllllllllllllllllllllll4 = RotateUV(llllllllllllll20, stylingDataSpecular.rotation); + llllllllllllll20 = lllllllllllllllllllllllllllllll4; + NoiseSampleData noiseSampleData = SampleNoiseData(llllllllllllll20, stylingDataSpecular, stylingRandomDataSpecular, requiredNoiseDataSpecular, lllllllllllllllll7, llllllllllllllllll7); +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SPECULAR_STYLE + stylingDataSpecular.style = _SPECULAR_STYLE; +#endif +#endif + float llllllllllllllllllllllllll17 = 0; + if (stylingDataSpecular.style == 0) + { + llllllllllllllllllllllllll17 = Hatching(lllllllllll13, llllllllllllll20, stylingDataSpecular, stylingRandomDataSpecular, noiseSampleData, llllllllllllllllllllllllllllll7); + llllllllllllllllllllllllll17 = 1 - llllllllllllllllllllllllll17; + } + else if (stylingDataSpecular.style == 1) + { + float llllllllllllll9 = Halftones(lllllllllll13, llllllllllllll20, stylingDataSpecular, stylingRandomDataSpecular, noiseSampleData); + llllllllllllllllllllllllll17 = llllllllllllll9; + } +#if _USE_OPTIMIZATION_DEFINES +#ifdef _SPECULAR_STYLING_BLENDING + positionAndBlendingDataSpecular.blending = _SPECULAR_STYLING_BLENDING; +#endif +#endif + half4 llllllllll17; + if (lllllll12 == 1) + { + llllllllll17 = half4(llllllllllll13, 1); + } + else + { + llllllllll17 = stylingDataSpecular.color; + } + DoBlending(lllllllllllllllll9, 1 - llllllllllllllllllllllllll17, positionAndBlendingDataSpecular.blending, llllllllll17); + } +#endif + } +#if _ENABLE_RIM_STYLING || !_USE_OPTIMIZATION_DEFINES +#if !_USE_OPTIMIZATION_DEFINES + if (lllllllll12) +#endif + { +#if _USE_OPTIMIZATION_DEFINES +#ifdef _RIM_STYLING_BLENDING + positionAndBlendingDataRim.blending = _RIM_STYLING_BLENDING; +#endif +#ifdef _RIM_STYLING_DRAWSPACE + uvSpaceDataRim.drawSpace = _RIM_STYLING_DRAWSPACE; +#endif +#ifdef _RIM_STYLING_COORDINATESYSTEM + uvSpaceDataRim.coordinateSystem = _RIM_STYLING_COORDINATESYSTEM; +#endif +#ifdef _RIM_STYLE + stylingDataRim.style = _RIM_STYLE; +#endif +#if _RIM_STYLING_RANDOMIZER + stylingRandomDataRim.enableRandomizer = 1; +#else + stylingRandomDataRim.enableRandomizer = 0; +#endif +#endif + RequiredNoiseData requiredNoiseDataRim; +#if _USE_OPTIMIZATION_DEFINES +#ifdef _RIM_STYLING_RANDOMIZER_PERLIN + requiredNoiseDataRim.perlinNoise = 1; +#else + requiredNoiseDataRim.perlinNoise = 0; +#endif +#ifdef _RIM_STYLING_RANDOMIZER_PERLIN_FLOORED + requiredNoiseDataRim.perlinNoiseFloored = 1; +#else + requiredNoiseDataRim.perlinNoiseFloored = 0; +#endif +#ifdef _RIM_STYLING_RANDOMIZER_WHITE + requiredNoiseDataRim.whiteNoise = 1; +#else + requiredNoiseDataRim.whiteNoise = 0; +#endif +#ifdef _RIM_STYLING_RANDOMIZER_WHITE_FLOORED + requiredNoiseDataRim.whiteNoiseFloored = 1; +#else + requiredNoiseDataRim.whiteNoiseFloored = 0; +#endif +#else + requiredNoiseDataRim.perlinNoise = 1; + requiredNoiseDataRim.perlinNoiseFloored = 1; + requiredNoiseDataRim.whiteNoise = 1; + requiredNoiseDataRim.whiteNoiseFloored = 1; +#endif +#if _URP + float2 lllllllllllllllllllll20 = ConvertToDrawSpace(inputData, lllllllll1, uvSpaceDataRim, llllllllllllllllllllllllllll0, uvSets); +#else + float2 lllllllllllllllllllll20 = ConvertToDrawSpace(d.worldSpacePosition, d.worldSpaceNormal, lllllllll1, uvSpaceDataRim, llllllllllllllllllllllllllll0, uvSets); +#endif + float2 lllllllllllllllllllllllllllllll4 = RotateUV(lllllllllllllllllllll20, stylingDataRim.rotation); + NoiseSampleData noiseSampleData = SampleNoiseData(lllllllllllllllllllllllllllllll4, stylingDataRim, stylingRandomDataRim, requiredNoiseDataRim, lllllllllllllllll7, llllllllllllllllll7); + if (llllllllllll11 == 0 || llllllllll12 == 0) + { +#if _URP + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + float llllllllllll17 = dot(mainLight.direction, lllllllllllllllllllllllllll3); + float lllllllllllll17 = mainLight.shadowAttenuation; + lllll4 = CalculateRimMask(llllllllllllllllllllllllllll12, lllllllllllllllllllllllllll1, lllllllllll12, llllllllllll12, llllllllllll17, lllllllllllll12, lllllllllllllllllllllllllllll10, lllllllllllllllllllllll10, lllllllllllll17); +#else + lllll4 = CalculateRimMask(llllllllllllllllllllllllllll12, lllllllllllllllllllllllllll1, lllllllllll12, llllllllllll12, llllllllllllllllllllllllllllll1, lllllllllllll12, lllllllllllllllllllllllllllll10, lllllllllllllllllllllll10, llll4); +#endif + } + lllll4 = saturate(lllll4 - lllllllllllllllllllllllllllllll1 * 10); + float llllllllllllllllllllllllll17 = 0; + if (stylingDataRim.style == 0) + { + llllllllllllllllllllllllll17 = Hatching(lllll4, lllllllllllllllllllllllllllllll4, stylingDataRim, stylingRandomDataRim, noiseSampleData, llllllllllllllllllllllllllllll7); + llllllllllllllllllllllllll17 = 1 - llllllllllllllllllllllllll17; + } + else if (stylingDataRim.style == 1) + { + float llllllllllllll9 = Halftones(lllll4, lllllllllllllllllllllllllllllll4, stylingDataRim, stylingRandomDataRim, noiseSampleData); + llllllllllllllllllllllllll17 = llllllllllllll9; + } + DoBlending(lllllllllllllllll9, 1 - llllllllllllllllllllllllll17, positionAndBlendingDataRim.blending, stylingDataRim.color); + } +#endif + } +#endif + + +} + + + + + + + + + + + + + + + + + + + +void AddTheToonShader(inout float4 albedo, + +#if _URP + InputData inputData, + SurfaceData surface, +#else +#if _USESPECULAR || _USESPECULARWORKFLOW || _SPECULARFROMMETALLIC + SurfaceOutputStandardSpecular o, +#elif _BDRFLAMBERT || _BDRF3 || _SIMPLELIT + + SurfaceOutput o, +#else + SurfaceOutputStandard o, +#endif + + UnityGI gi, +#if !_PASSFORWARDADD + UnityGIInput giInput, +#endif +#endif + + ShaderData d +#if _URP +#if UNITY_VERSION >= 202120 +, float3 normalTS +#endif +#endif + +) +{ + + float2 uv = d.texcoord0.xy; + + UVSets uvSets; + uvSets.uv0 = d.texcoord0.xy; + uvSets.uv1 = d.texcoord1.xy; + uvSets.uv2 = d.texcoord2.xy; + uvSets.uv3 = d.texcoord3.xy; + + + + + + + + float3 pureNormal = d.worldSpaceNormal; + + float4 screenUV = d.extraV2F0; + + + + + UVSpaceData uvSpaceDataShading; + uvSpaceDataShading.drawSpace = _DrawSpace; + uvSpaceDataShading.uvSet = _UVSet; + uvSpaceDataShading.coordinateSystem = _CoordinateSystem; + uvSpaceDataShading.polarCenterMode = _PolarCenterMode; + uvSpaceDataShading.polarCenter = _PolarCenter; + uvSpaceDataShading.sSCameraDistanceScaled = _SSCameraDistanceScaled; + uvSpaceDataShading.anchorSSToObjectsOrigin = _AnchorSSToObjectsOrigin; + + + + UVSpaceData uvSpaceDataCastShadows; + uvSpaceDataCastShadows.drawSpace = _CastShadowsDrawSpace; + uvSpaceDataCastShadows.uvSet = _CastShadowsUVSet; + uvSpaceDataCastShadows.coordinateSystem = _CastShadowsCoordinateSystem; + uvSpaceDataCastShadows.polarCenterMode = _CastShadowsPolarCenterMode; + uvSpaceDataCastShadows.polarCenter = _CastShadowsPolarCenter; + uvSpaceDataCastShadows.sSCameraDistanceScaled = _CastShadowsSSCameraDistanceScaled; + uvSpaceDataCastShadows.anchorSSToObjectsOrigin = _CastShadowsAnchorSSToObjectsOrigin; + + UVSpaceData uvSpaceDataSpecular; + uvSpaceDataSpecular.drawSpace = _SpecularDrawSpace; + uvSpaceDataSpecular.uvSet = _SpecularUVSet; + uvSpaceDataSpecular.coordinateSystem = _SpecularCoordinateSystem; + uvSpaceDataSpecular.polarCenterMode = _SpecularPolarCenterMode; + uvSpaceDataSpecular.polarCenter = _SpecularPolarCenter; + uvSpaceDataSpecular.sSCameraDistanceScaled = _SpecularSSCameraDistanceScaled; + uvSpaceDataSpecular.anchorSSToObjectsOrigin = _SpecularAnchorSSToObjectsOrigin; + + UVSpaceData uvSpaceDataRim; + uvSpaceDataRim.drawSpace = _RimDrawSpace; + uvSpaceDataRim.uvSet = _RimUVSet; + uvSpaceDataRim.coordinateSystem = _RimCoordinateSystem; + uvSpaceDataRim.polarCenterMode = _RimPolarCenterMode; + uvSpaceDataRim.polarCenter = _RimPolarCenter; + uvSpaceDataRim.sSCameraDistanceScaled = _RimSSCameraDistanceScaled; + uvSpaceDataRim.anchorSSToObjectsOrigin = _RimAnchorSSToObjectsOrigin; + + GeneralStylingData generalStylingData; + generalStylingData.enableDistanceFade = _EnableStylingDistanceFade; + generalStylingData.distanceFadeStartDistance = _StylingDFStartingDistance; + generalStylingData.distanceFadeFalloff = _StylingDFFalloff; + generalStylingData.adjustDistanceFadeValue = _StylingAdjustDistanceFadeValue; + generalStylingData.distanceFadeValue = _StylingDistanceFadeValue; + StylingData stylingDataShading; + stylingDataShading.style = _ShadingStyle; + stylingDataShading.type = 0; + stylingDataShading.color = _StylingColor; + stylingDataShading.rotation = _StylingShadingInitialDirection; + stylingDataShading.rotationBetweenCells = _StylingShadingRotationBetweenCells; + stylingDataShading.density = _StylingShadingDensity; + stylingDataShading.offset = _StylingShadingHalftonesOffset; + stylingDataShading.size = _StylingShadingThickness; + stylingDataShading.sizeControl = _StylingShadingThicknessControl; + stylingDataShading.sizeFalloff = _StylingShadingThicknessFalloff; + stylingDataShading.roundness = _StylingShadingHalftonesRoundness; + stylingDataShading.roundnessFalloff = _StylingShadingHalftonesRoundnessFalloff; + stylingDataShading.hardness = _StylingShadingHardness; + stylingDataShading.opacity = _StylingShadingOpacity; + stylingDataShading.opacityFalloff = _StylingShadingOpacityFalloff; + + + + stylingDataShading.dashEnabled = _StylingShadingEnableDashes; + stylingDataShading.dashType = _StylingShadingDashesType; + stylingDataShading.dashLength = _StylingShadingDashesSize; + stylingDataShading.dashDensity = _StylingShadingDashesUseHatchingDensity == 1 ? _StylingShadingDensity : _StylingShadingDashesDensity; + stylingDataShading.dashTransitionPosition = _StylingShadingDashesTransitionPosition; + stylingDataShading.dashTransitionSoftness = _StylingShadingDashesTransitionSoftness; + stylingDataShading.dashRoundness = _StylingShadingDashesRoundness; + stylingDataShading.dashOffset = _StylingShadingDashesOffset; + + + StylingData stylingDataSpecular; + stylingDataSpecular.style = _SpecularStyle; + stylingDataSpecular.type = 1; + stylingDataSpecular.color = _StylingSpecularColor; + stylingDataSpecular.rotation = _StylingSpecularRotation; + stylingDataSpecular.density = _StylingSpecularDensity; + stylingDataSpecular.offset = _StylingSpecularHalftonesOffset; + stylingDataSpecular.size = _StylingSpecularThickness; + stylingDataSpecular.sizeControl = _StylingSpecularThicknessControl; + stylingDataSpecular.sizeFalloff = _StylingSpecularThicknessFalloff; + stylingDataSpecular.roundness = _StylingSpecularHalftonesRoundness; + stylingDataSpecular.roundnessFalloff = _StylingSpecularHalftonesRoundnessFalloff; + stylingDataSpecular.hardness = _StylingSpecularHardness; + stylingDataSpecular.opacity = _StylingSpecularOpacity; + stylingDataSpecular.opacityFalloff = _StylingSpecularOpacityFalloff; + + + stylingDataSpecular.dashEnabled = _StylingSpecularEnableDashes; + stylingDataSpecular.dashType = _StylingSpecularDashesType; + stylingDataSpecular.dashLength = _StylingSpecularDashesSize; + stylingDataSpecular.dashDensity = _StylingSpecularDashesUseHatchingDensity == 1 ? _StylingSpecularDensity : _StylingSpecularDashesDensity; + stylingDataSpecular.dashTransitionPosition = _StylingSpecularDashesTransitionPosition; + stylingDataSpecular.dashTransitionSoftness = _StylingSpecularDashesTransitionSoftness; + stylingDataSpecular.dashRoundness = _StylingSpecularDashesRoundness; + stylingDataSpecular.dashOffset = _StylingSpecularDashesOffset; + + + + StylingData stylingDataCastShadows; + + stylingDataCastShadows.style = _CastShadowsStyle; + stylingDataCastShadows.type = 1; + stylingDataCastShadows.color = _StylingCastShadowsColor; + stylingDataCastShadows.rotation = _StylingCastShadowsInitialDirection; + stylingDataCastShadows.rotationBetweenCells = _StylingCastShadowsRotationBetweenCells; + stylingDataCastShadows.density = _StylingCastShadowsDensity; + stylingDataCastShadows.offset = _StylingCastShadowsHalftonesOffset; + stylingDataCastShadows.size = _StylingCastShadowsThickness; + stylingDataCastShadows.sizeControl = _StylingCastShadowsThicknessControl; + stylingDataCastShadows.sizeFalloff = _StylingCastShadowsThicknessFalloff; + stylingDataCastShadows.roundness = _StylingCastShadowsHalftonesRoundness; + stylingDataCastShadows.roundnessFalloff = _StylingCastShadowsHalftonesRoundnessFalloff; + stylingDataCastShadows.hardness = _StylingCastShadowsHardness; + stylingDataCastShadows.opacity = _StylingCastShadowsOpacity; + stylingDataCastShadows.opacityFalloff = _StylingCastShadowsOpacityFalloff; + + + stylingDataCastShadows.dashEnabled = _StylingCastShadowsEnableDashes; + stylingDataCastShadows.dashType = _StylingCastShadowsDashesType; + stylingDataCastShadows.dashLength = _StylingCastShadowsDashesSize; + stylingDataCastShadows.dashDensity = _StylingCastShadowsDashesUseHatchingDensity == 1 ? _StylingCastShadowsDensity : _StylingCastShadowsDashesDensity; + stylingDataCastShadows.dashTransitionPosition = _StylingCastShadowsDashesTransitionPosition; + stylingDataCastShadows.dashTransitionSoftness = _StylingCastShadowsDashesTransitionSoftness; + stylingDataCastShadows.dashRoundness = _StylingCastShadowsDashesRoundness; + stylingDataCastShadows.dashOffset = _StylingCastShadowsDashesOffset; + + + StylingData stylingDataRim; + stylingDataRim.style = _RimStyle; + stylingDataRim.type = 1; + stylingDataRim.color = _StylingRimColor; + stylingDataRim.rotation = _StylingRimRotation; + stylingDataRim.density = _StylingRimDensity; + stylingDataRim.offset = _StylingRimHalftonesOffset; + stylingDataRim.size = _StylingRimThickness; + stylingDataRim.sizeControl = _StylingRimThicknessControl; + stylingDataRim.sizeFalloff = _StylingRimThicknessFalloff; + stylingDataRim.roundness = _StylingRimHalftonesRoundness; + stylingDataRim.roundnessFalloff = _StylingRimHalftonesRoundnessFalloff; + stylingDataRim.hardness = _StylingRimHardness; + stylingDataRim.opacity = _StylingRimOpacity; + stylingDataRim.opacityFalloff = _StylingRimOpacityFalloff; + + + stylingDataRim.dashEnabled = _StylingRimEnableDashes; + stylingDataRim.dashType = _StylingRimDashesType; + stylingDataRim.dashLength = _StylingRimDashesSize; + stylingDataRim.dashDensity = _StylingRimDashesUseHatchingDensity == 1 ? _StylingRimDensity : _StylingRimDashesDensity; + stylingDataRim.dashTransitionPosition = _StylingRimDashesTransitionPosition; + stylingDataRim.dashTransitionSoftness = _StylingRimDashesTransitionSoftness; + stylingDataRim.dashRoundness = _StylingRimDashesRoundness; + stylingDataRim.dashOffset = _StylingRimDashesOffset; + + + + + + PositionAndBlendingData positionAndBlendingDataShading; + + positionAndBlendingDataShading.blending = _StylingShadingBlending; + positionAndBlendingDataShading.isInverted = _StylingShadingIsInverted; + + PositionAndBlendingData positionAndBlendingDataSpecular; + + positionAndBlendingDataSpecular.blending = _StylingSpecularBlending; + positionAndBlendingDataSpecular.isInverted = _StylingSpecularIsInverted; + + PositionAndBlendingData positionAndBlendingDataCastShadows; + positionAndBlendingDataCastShadows.blending = _StylingCastShadowsBlending; + positionAndBlendingDataCastShadows.isInverted = _StylingCastShadowsIsInverted; + + PositionAndBlendingData positionAndBlendingDataRim; + + positionAndBlendingDataRim.blending = _StylingRimBlending; + positionAndBlendingDataRim.isInverted = _StylingRimIsInverted; + + + + StylingRandomData stylingRandomDataShading; + stylingRandomDataShading.enableRandomizer = _EnableShadingRandomizer; + stylingRandomDataShading.perlinNoiseSize = _ShadingNoise1Size; + stylingRandomDataShading.perlinNoiseSeed = _ShadingNoise1Seed; + stylingRandomDataShading.whiteNoiseSeed = _ShadingNoise2Seed; + stylingRandomDataShading.noiseIntensity = _NoiseIntensity; + stylingRandomDataShading.spacingRandomMode = _SpacingRandomMode; + stylingRandomDataShading.spacingRandomIntensity = _SpacingRandomIntensity; + stylingRandomDataShading.opacityRandomMode = _OpacityRandomMode; + stylingRandomDataShading.opacityRandomIntensity = _OpacityRandomIntensity; + stylingRandomDataShading.lengthRandomMode = _LengthRandomMode; + stylingRandomDataShading.lengthRandomIntensity = _LengthRandomIntensity; + stylingRandomDataShading.hardnessRandomMode = _HardnessRandomMode; + stylingRandomDataShading.hardnessRandomIntensity = _HardnessRandomIntensity; + stylingRandomDataShading.thicknessRandomMode = _ThicknessRandomMode; + stylingRandomDataShading.thicknesshRandomIntensity = _ThicknesshRandomIntensity; + + + + StylingRandomData stylingRandomDataSpecular; + stylingRandomDataSpecular.enableRandomizer = _EnableSpecularRandomizer; + stylingRandomDataSpecular.perlinNoiseSize = _SpecularNoise1Size; + stylingRandomDataSpecular.perlinNoiseSeed = _SpecularNoise1Seed; + stylingRandomDataSpecular.whiteNoiseSeed = _SpecularNoise2Seed; + stylingRandomDataSpecular.noiseIntensity = _SpecularNoiseIntensity; + stylingRandomDataSpecular.spacingRandomMode = _SpecularSpacingRandomMode; + stylingRandomDataSpecular.spacingRandomIntensity = _SpecularSpacingRandomIntensity; + stylingRandomDataSpecular.opacityRandomMode = _SpecularOpacityRandomMode; + stylingRandomDataSpecular.opacityRandomIntensity = _SpecularOpacityRandomIntensity; + stylingRandomDataSpecular.lengthRandomMode = _SpecularLengthRandomMode; + stylingRandomDataSpecular.lengthRandomIntensity = _SpecularLengthRandomIntensity; + stylingRandomDataSpecular.hardnessRandomMode = _SpecularHardnessRandomMode; + stylingRandomDataSpecular.hardnessRandomIntensity = _SpecularHardnessRandomIntensity; + stylingRandomDataSpecular.thicknessRandomMode = _SpecularThicknessRandomMode; + stylingRandomDataSpecular.thicknesshRandomIntensity = _SpecularThicknesshRandomIntensity; + + StylingRandomData stylingRandomDataCastShadows; + stylingRandomDataCastShadows.enableRandomizer = _EnableCastShadowsRandomizer; + stylingRandomDataCastShadows.perlinNoiseSize = _CastShadowsNoise1Size; + stylingRandomDataCastShadows.perlinNoiseSeed = _CastShadowsNoise1Seed; + stylingRandomDataCastShadows.whiteNoiseSeed = _CastShadowsNoise2Seed; + stylingRandomDataCastShadows.noiseIntensity = _CastShadowsNoiseIntensity; + stylingRandomDataCastShadows.spacingRandomMode = _CastShadowsSpacingRandomMode; + stylingRandomDataCastShadows.spacingRandomIntensity = _CastShadowsSpacingRandomIntensity; + stylingRandomDataCastShadows.opacityRandomMode = _CastShadowsOpacityRandomMode; + stylingRandomDataCastShadows.opacityRandomIntensity = _CastShadowsOpacityRandomIntensity; + stylingRandomDataCastShadows.lengthRandomMode = _CastShadowsLengthRandomMode; + stylingRandomDataCastShadows.lengthRandomIntensity = _CastShadowsLengthRandomIntensity; + stylingRandomDataCastShadows.hardnessRandomMode = _CastShadowsHardnessRandomMode; + stylingRandomDataCastShadows.hardnessRandomIntensity = _CastShadowsHardnessRandomIntensity; + stylingRandomDataCastShadows.thicknessRandomMode = _CastShadowsThicknessRandomMode; + stylingRandomDataCastShadows.thicknesshRandomIntensity = _CastShadowsThicknesshRandomIntensity; + + StylingRandomData stylingRandomDataRim; + stylingRandomDataRim.enableRandomizer = _EnableRimRandomizer; + stylingRandomDataRim.perlinNoiseSize = _RimNoise1Size; + stylingRandomDataRim.perlinNoiseSeed = _RimNoise1Seed; + stylingRandomDataRim.whiteNoiseSeed = _RimNoise2Seed; + stylingRandomDataRim.noiseIntensity = _RimNoiseIntensity; + stylingRandomDataRim.spacingRandomMode = _RimSpacingRandomMode; + stylingRandomDataRim.spacingRandomIntensity = _RimSpacingRandomIntensity; + stylingRandomDataRim.opacityRandomMode = _RimOpacityRandomMode; + stylingRandomDataRim.opacityRandomIntensity = _RimOpacityRandomIntensity; + stylingRandomDataRim.lengthRandomMode = _RimLengthRandomMode; + stylingRandomDataRim.lengthRandomIntensity = _RimLengthRandomIntensity; + stylingRandomDataRim.hardnessRandomMode = _RimHardnessRandomMode; + stylingRandomDataRim.hardnessRandomIntensity = _RimHardnessRandomIntensity; + stylingRandomDataRim.thicknessRandomMode = _RimThicknessRandomMode; + stylingRandomDataRim.thicknesshRandomIntensity = _RimThicknesshRandomIntensity; + + + DoToonShading( +#if _URP + inputData, + surface, +#else + o, + gi, +#if !_PASSFORWARDADD + giInput, +#endif +#endif + d, +#if _URP +#if UNITY_VERSION >= 202120 + normalTS, +#endif +#endif + albedo, _NumberOfCells, _CellTransitionSmoothness, _SumLightsBeforePosterization, _ShadingUseLightColors, + + uv, screenUV, _HatchingMap, + + _ShadingMode, _LightFunction, + + _EnableToonShading, _ShadingFunction, + + _GradientTex, _GradientTex_TexelSize, _GradientMode, _GradientBlending, _GradientBlendFactor, + + _EnableShadows, _CoreShadowColor, + + _TerminatorPosition, + + _TerminatorWidth, _TerminatorSmoothness, _FormShadowColor, + _EnableCastShadows, _CastShadowsStrength, _CastShadowsSmoothness, _CastShadowColorMode, _CastShadowColor, + _ShadingAffectedByNormalMap, + + _EnableSpecular, _SpecularBlending, _SpecularColor, _SpecularSize, _SpecularSmoothness, _SpecularOpacity, _SpecularAffectedByNormalMap, _SpecularUseLightColors, + + _EnableRim, _RimBlending, _RimColor, _RimSize, _RimSmoothness, _RimOpacity, _RimAffectedArea, _RimAffectedByNormalMap, + + + _EnableStyling, + + uvSets, + + generalStylingData, _HatchingAffectedByNormalMap, _EnableAntiAliasing, + + _EnableShadingStyling, + _StylingShadingSyncWithOtherStyling, + _SyncWithLightPartitioning, _NumberOfCellsHatching, + _StylingTerminatorPosition, + _StylingOvermodelingFactor, + positionAndBlendingDataShading, uvSpaceDataShading, stylingDataShading, stylingRandomDataShading, + + _EnableCastShadowsStyling, + _StylingCastShadowsSyncWithOtherStyling, + _CastShadowsNumberOfCellsHatching, _StylingCastShadowsSmoothness, + positionAndBlendingDataCastShadows, uvSpaceDataCastShadows, stylingDataCastShadows, stylingRandomDataCastShadows, + + _EnableSpecularStyling, + _SyncWithSpecular, _StylingSpecularSize, _StylingSpecularSmoothness, _StylingSpecularCutOutShading, _StylingSpecularUseLightColors, + _StylingSpecularSyncWithOtherStyling, + positionAndBlendingDataSpecular, uvSpaceDataSpecular, stylingDataSpecular, stylingRandomDataSpecular, + + _EnableRimStyling, + _SyncWithRim, _StylingRimSize, _StylingRimSmoothness, _StylingRimAffectedArea, + _StylingRimSyncWithOtherStyling, + positionAndBlendingDataRim, uvSpaceDataRim, stylingDataRim, stylingRandomDataRim, + + + _NoiseMap1, _NoiseMap2, _NoiseTex2_TexelSize, + + pureNormal); + +} + + + + + + + + + + +#endif + diff --git a/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl.meta new file mode 100644 index 000000000..55b6b3292 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 5c8e65ebe129b7a42a447a4799e080bf +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderFunctions3D.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.3d/package.json b/Packages/com.shadercrew.the-toon-shader.3d/package.json new file mode 100644 index 000000000..ac8d07052 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/package.json @@ -0,0 +1,35 @@ +{ + "name": "com.shadercrew.the-toon-shader.3d", + "displayName": "The Toon Shader-3D", + "version": "1.4.2", + "author": { + "name": "ShaderCrew", + "url": "https://www.shadercrew.com/", + "email": "support@shadercrew.com" + }, + "unity": "2020.1", + "samples": [ + { + "displayName": "The Toon Shader Examples", + "description": "Examples of The Toon Shader", + "path": "Samples~" + }, + { + "displayName": "The Toon X STS Shader Examples(Requires STS Asset and Regular Toon Samples))", + "description": "Examples of The Toon Shader combined with STS", + "path": "SamplesForSTS~" + } + ], + "keywords": [ + "Toon Shader", + "toon", + "cartoon", + "Shader" + ], + "type": "tool", + "hideInEditor": false, + "dependencies": { + "com.shadercrew.the-toon-shader.core": "1.4.2" + }, + "description": "Advanced toon shading for 3D projects in Unity, supporting both URP and BiRP render pipelines.\nDelivers high-quality stylized rendering with cell shading, ramp shading, procedural hatching and halftones and robust lighting options." +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.3d/package.json.meta b/Packages/com.shadercrew.the-toon-shader.3d/package.json.meta new file mode 100644 index 000000000..570af3457 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.3d/package.json.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 208b0c6775c06a44bb0368d9b422972c +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.3d/package.json + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Documentation.meta b/Packages/com.shadercrew.the-toon-shader.core/Documentation.meta new file mode 100644 index 000000000..8d89491ee --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e5e40827d4fa4f43a04f53d916019e8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf b/Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf new file mode 100644 index 000000000..ea85b02aa --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b6cccbdc8a8eeae756445741bbbde25889cbddb5b33eb59ed4ef823a941c2c4b +size 1038084 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf.meta b/Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf.meta new file mode 100644 index 000000000..00cfe3dd0 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: ddd9fd26ef3c5284da3b70d75ffaa315 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Documentation/TheToonShader-1.0-Documentation.pdf + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/README for Samples.md b/Packages/com.shadercrew.the-toon-shader.core/README for Samples.md new file mode 100644 index 000000000..5e1b0c57c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/README for Samples.md @@ -0,0 +1,4 @@ +There are several ways of how to install the TTS samples: + +Unity: +Go to Unity -> Window -> Package Manager -> Select the The Toon Shader package. There under "Samples" you should be able to install the examples :) \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/README for Samples.md.meta b/Packages/com.shadercrew.the-toon-shader.core/README for Samples.md.meta new file mode 100644 index 000000000..52967ec88 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/README for Samples.md.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: c4ab73ec551266f428994d9974034cc3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/README for Samples.md + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts.meta new file mode 100644 index 000000000..47084052e --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 00cf082e569845c429dd37be347e5778 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor.meta new file mode 100644 index 000000000..6a314988c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da8c730e6b282b148bb0594553c1047d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common.meta new file mode 100644 index 000000000..592599269 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e699416d0943b3b4583dd66e5cda09b6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs new file mode 100644 index 000000000..63b0a4842 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs @@ -0,0 +1,396 @@ +using System.Collections; +using System.Collections.Generic; +using System.Security.Cryptography; +using UnityEditor; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + public static class EditorUtils + { + public static void usualStart(string name) + { + LogoOnlyStart(name); + + Rect rect = EditorGUILayout.BeginVertical(); + GUI.Box(rect, GUIContent.none); + + } + + public static void LogoOnlyStart(string name) + { + Rect screenRect = GUILayoutUtility.GetRect(1, 1); + + Rect vertRect = EditorGUILayout.BeginVertical(); + + Color backgroundColor = new Color(0.4f, 0.4f, 0.4f); + EditorGUI.DrawRect(new Rect(screenRect.x - 20, screenRect.y - 5, screenRect.width + 25, vertRect.height + 9), backgroundColor); + + Sprite test = Resources.Load("logo-the-toon-shader-small"); + + GUIStyle headStyle = new GUIStyle(); + headStyle.normal.textColor = Color.white; + headStyle.fontSize = 13; + headStyle.alignment = TextAnchor.MiddleCenter; + headStyle.fontStyle = FontStyle.Italic; + + + //GUILayout.Label(Strings.THE_TOON_SHADER_TITLE, headStyle); + //GUILayout.Label(Strings.SHADER_CREW_TITLE, headStyle); + headStyle.fontStyle = FontStyle.Bold; + headStyle.fontSize = 14; + GUILayout.Label(name, headStyle); + + if (test != null) + { + GUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + //GUILayout.Label(test.texture, GUILayout.Width(250), GUILayout.Height(150)); + GUILayout.Label(test.texture, GUILayout.Width(300), GUILayout.Height(200)); + GUILayout.FlexibleSpace(); + GUILayout.EndHorizontal(); + } + //EditorGUILayout.Space(30); + + } + + public static bool LogoOnlyStartWithDescription(string name, string description, bool showDescription) + { + LogoOnlyStart(name); + + if (description != null && description != "") + { + Rect rectt = EditorGUILayout.BeginVertical(EditorStyles.helpBox); + GUI.Box(rectt, GUIContent.none); + string title = " Description:"; + + GUIStyle style = EditorStyles.foldout; + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + + showDescription = EditorGUILayout.Foldout(showDescription, title, style); //, EditorStyles.boldLabel); + style.fontStyle = previousStyle; + + + //showDescription = EditorGUILayout.Foldout(showDescription, title); + if (showDescription) + { + GUIStyle textStyle = EditorStyles.label; + textStyle.wordWrap = true; + textStyle.richText = true; + textStyle.fontStyle = FontStyle.Normal; + GUILayout.Space(10); + GUILayout.Label(description, textStyle); + GUILayout.Space(10); + } + EditorGUILayout.EndVertical(); + + EditorUtils.makeHorizontalSeparation(); + return showDescription; + + } + else + { + return false; + } + + + } + + + public static bool usualStartWithDescription(string name, string description, bool showDescription) + { + usualStart(name); + if (description != null && description != "") + { + string title = " Description:"; + + GUIStyle style = EditorStyles.foldout; + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + + showDescription = EditorGUILayout.Foldout(showDescription, title, style); //, EditorStyles.boldLabel); + style.fontStyle = previousStyle; + + + //showDescription = EditorGUILayout.Foldout(showDescription, title); + if (showDescription) + { + GUIStyle textStyle = EditorStyles.label; + textStyle.wordWrap = true; + textStyle.richText = true; + textStyle.fontStyle = FontStyle.Normal; + GUILayout.Space(10); + GUILayout.Label(description, textStyle); + GUILayout.Space(10); + } + return showDescription; + } + else + { + return false; + } + + + } + + public static void usualEnd() + { + EditorGUILayout.EndVertical(); + EditorGUILayout.EndVertical(); + } + + public static void LogoOnlyEnd() + { + + EditorGUILayout.EndVertical(); + } + + + public static void Header(string title, GUIStyle style) + { + + Rect rectt = EditorGUILayout.BeginVertical(); + //rectt.y = rectt.y - 2f; + //rectt.width = rectt.width + 6; + //rectt.x = rectt.x - 3; + rectt.width = rectt.width + 20; + rectt.x = 0; + //EditorUtils.DrawUILineFullWidth(Color.black, thickness: 1, padding: -3); + + Color lightBlue = new Color(1.5f, 1.6f, 1.7f, 2); + EditorUtils.DrawUILineBottom(rectt, new Color(0.25f, 0.25f, 0.25f, 1f)); + + + + var c = GUI.color; + if (EditorGUIUtility.isProSkin) + { + GUI.color = new Color(0.5f, 1.5f, 2.5f, 1f); + GUI.color = new Color(1.5f, 1.6f, 1.7f, 2); + GUI.color = Color.black; + GUI.color = new Color(0.5f, 1.5f, 2.5f, 1.5f); + } + else + { + GUI.color = new Color(0.5f, 0.7f, 0.9f, 1f); + } + + + Color myStyleColor = new Color(0.8f, 0.95f, 1f, 1f);// *0.9f; + myStyleColor = Color.white; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = 14; + + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + GUI.Box(rectt, GUIContent.none); + GUI.color = c; + GUILayout.Space(5); + GUILayout.Label(title, style); + GUILayout.Space(5); + EditorGUILayout.EndVertical(); + + //Color color = Color.black; + //Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(1)); + //r.y = r.y - 4f; + //r.width = r.width + 6; + //r.x = r.x - 3; + //EditorGUI.DrawRect(r, color); + + lightBlue = new Color(1.1f, 1.2f, 1.7f, 0.5f); + EditorUtils.DrawUILineBottom(rectt, lightBlue, 1); + } + + + + public static void DrawUILine(int thickness = 1, int padding = 10) + { + Color color = Color.black; + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + + public static void DrawUILineFull(int thickness = 1, int padding = 10) + { + Color color = Color.black; + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.width = Screen.width; + r.x = 0; + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + public static void DrawUILineFull(Color color, int thickness = 1, int padding = 10) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.width = Screen.width; + r.x = 0; + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + public static void DrawUILineGray(int thickness = 2, int padding = 10) + { + Color color = new Color(0.2f, 0.2f, 0.2f, 1); + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + + public static void DrawUILineLightBlue(int thickness = 1, int padding = 0) + { + Color color = new Color(0.5f, 0.6f, 0.7f, 1); + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + + public static void DrawUILineFullWidth(Color color, int thickness = 2, int padding = -1) + { + + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.x = 0; + r.width += 30; + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + public static void DrawUILine(Color color, int thickness = 2, int padding = -1) + { + + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + + public static void DrawUILineBottom(Rect rect, Color color, int thickness = 2, int padding = -1) + { + + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + r.x = rect.x; + r.width = rect.width; + EditorGUI.DrawRect(r, color); + } + + public static void DrawUILine(Rect rect, Color color, int thickness = 2, int padding = -1) + { + + Rect r = rect; + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + + public static void DrawSubMenuSeparation() + { + //EditorGUILayout.Space(); + EditorUtils.DrawUILineSubMenu(1, -1, 10); + EditorUtils.DrawUILineSubMenu(Color.gray, 1, 2, 10); + } + + public static void DrawSubMenuSeparation2() + { + //EditorGUILayout.Space(); + //Color color = new Color(0.28f, 0.28f, 0.28f, 1); + //EditorUtils.DrawUILineSubMenu(color, 1, -2, 10); + EditorUtils.DrawUILineSubMenu(4, -1, 0); + EditorUtils.DrawUILineSubMenu(Color.gray, 1, 2, 0); + } + + public static void DrawUILineSubMenu(int thickness = 2, int padding = 1) + { + Color color = new Color(0.28f, 0.28f, 0.28f, 1); + + + + DrawUILineSubMenu(color, thickness, padding); + } + + public static void DrawUILineSubMenu(int thickness = 2, int padding = 1, float margin = 20) + { + Color color = new Color(0.28f, 0.28f, 0.28f, 1); + + + + DrawUILineSubMenu(color, thickness, padding, margin); + } + + public static void DrawUILineSubMenu(Color color, int thickness = 2, int padding = 1) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + //r.y += padding / 2; + float marginLeft = 20; + r.width = r.width - marginLeft; + r.x += marginLeft; + + EditorGUI.DrawRect(r, color); + } + + public static void DrawUILineSubMenu(Color color, int thickness = 2, int padding = 1, float margin = 20) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + //r.y += padding / 2; + float marginLeft = margin; + r.width = r.width - marginLeft; + r.x += marginLeft; + + EditorGUI.DrawRect(r, color); + } + public static void DrawUILineCenter(Color color, int thickness = 2, int padding = 1) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + //r.y += padding / 2; + float marginLeft = 20; + r.width = r.width - marginLeft * 2; + r.x += marginLeft; + + EditorGUI.DrawRect(r, color); + } + + + public static void makeHorizontalSeparation(Color color) + { + GUIStyle horizontalLine; + horizontalLine = new GUIStyle(); + horizontalLine.normal.background = EditorGUIUtility.whiteTexture; + horizontalLine.margin = new RectOffset(0, 0, 4, 4); + horizontalLine.fixedHeight = 10; + + var c = GUI.color; + GUI.color = color; + GUILayout.Box(GUIContent.none, horizontalLine); + GUI.color = c; + } + + public static void makeHorizontalSeparation() + { + makeHorizontalSeparation(new Color(0.4f, 0.4f, 0.4f)); + } + + public static void DrawBox(Rect position, Color color) + { + Color oldColor = GUI.color; + GUI.color = color; + GUI.Box(position, GUIContent.none); + GUI.color = oldColor; + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs.meta new file mode 100644 index 000000000..5cb689ce9 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2751e2e41ac5ec2468893425195204b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/EditorUtils.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs new file mode 100644 index 000000000..41c4009f1 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs @@ -0,0 +1,12 @@ +using UnityEngine; +namespace ShaderCrew.TheToonShader +{ + public class GradientSO : ScriptableObject + { + [SerializeField] + public Gradient gradient; + + [SerializeField] + public bool isBakedToTexture = false; + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs.meta new file mode 100644 index 000000000..5e0b63c4c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: abb55f1f10b566340bf309a09598fc57 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/GradientSO.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs new file mode 100644 index 000000000..4049215f8 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs @@ -0,0 +1,93 @@ +using System; +using System.IO; +using System.Reflection; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + + // Source: https://discussions.unity.com/t/how-to-get-shader-source-code-from-script/839046/5 + public static class ShaderGraphToShaderExporterUtil + { + private static object GetGraphData(string shaderAssetPath) + { + var importer = AssetImporter.GetAtPath(shaderAssetPath); + + var textGraph = File.ReadAllText(importer.assetPath, Encoding.UTF8); + var graphObjectType = Type.GetType("UnityEditor.Graphing.GraphObject, Unity.ShaderGraph.Editor")!; + + // var graphObject = CreateInstance(); + var graphObject = ScriptableObject.CreateInstance(graphObjectType); + + graphObject.hideFlags = HideFlags.HideAndDontSave; + bool isSubGraph; + var extension = Path.GetExtension(importer.assetPath).Replace(".", ""); + switch (extension) + { + case "shadergraph": + isSubGraph = false; + break; + case "ShaderGraph": + isSubGraph = false; + break; + case "shadersubgraph": + isSubGraph = true; + break; + default: + throw new Exception($"Invalid file extension {extension}"); + } + var assetGuid = AssetDatabase.AssetPathToGUID(importer.assetPath); + + // graphObject.graph = new GraphData { assetGuid = assetGuid, isSubGraph = isSubGraph, messageManager = null }; + var graphObject_graphProperty = graphObjectType.GetProperty("graph")!; + var graphDataType = Type.GetType("UnityEditor.ShaderGraph.GraphData, Unity.ShaderGraph.Editor")!; + var graphDataInstance = Activator.CreateInstance(graphDataType); + graphDataType.GetProperty("assetGuid")!.SetValue(graphDataInstance, assetGuid); + graphDataType.GetProperty("isSubGraph")!.SetValue(graphDataInstance, isSubGraph); + graphDataType.GetProperty("messageManager")!.SetValue(graphDataInstance, null); + graphObject_graphProperty.SetValue(graphObject, graphDataInstance); + + // MultiJson.Deserialize(graphObject.graph, textGraph); + // = MultiJson.Deserialize(graphObject.graph, textGraph, null, false); + var multiJsonType = Type.GetType("UnityEditor.ShaderGraph.Serialization.MultiJson, Unity.ShaderGraph.Editor")!; + var deserializeMethod = multiJsonType.GetMethod("Deserialize")!; + var descrializeGenericMethod = deserializeMethod.MakeGenericMethod(graphDataType); + descrializeGenericMethod.Invoke(null, new object[] { graphDataInstance, textGraph, null, false }); + + // graphObject.graph.OnEnable(); + graphDataType.GetMethod("OnEnable")!.Invoke(graphDataInstance, null); + + // graphObject.graph.ValidateGraph(); + graphDataType.GetMethod("ValidateGraph")!.Invoke(graphDataInstance, null); + + // return graphData.graph + return graphDataInstance; + } + + public static string GenerateShaderCode(string shaderAssetPath, string shaderName = null) + { + Type generatorType = + Type.GetType("UnityEditor.ShaderGraph.Generator, Unity.ShaderGraph.Editor")!; + Type modeType = + Type.GetType("UnityEditor.ShaderGraph.GenerationMode, Unity.ShaderGraph.Editor")!; + + shaderName ??= Path.GetFileNameWithoutExtension(shaderAssetPath); + + object graphData = GetGraphData(shaderAssetPath); + + // new Generator(graphData, null, GenerationMode.ForReals, assetName, target:null, assetCollection:null, humanReadable: true); + object forReals = ((FieldInfo)modeType.GetMember("ForReals")[0]).GetValue(null); + object generator = Activator.CreateInstance( + generatorType, + new object[] { graphData, null, forReals, shaderName, null, null, true } + ); + object shaderCode = generatorType + .GetProperty("generatedShader", BindingFlags.Public | BindingFlags.Instance)! + .GetValue(generator); + + return (string)shaderCode; + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs.meta new file mode 100644 index 000000000..097881fea --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a5cda48d5367852448bb16514360fc9f +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ShaderGraphToShaderExporterUtil.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs new file mode 100644 index 000000000..225972fe2 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs @@ -0,0 +1,386 @@ + +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Text; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEngine; +using static ShaderCrew.TheToonShader.ShaderUtils; + +namespace ShaderCrew.TheToonShader +{ + public class TheToonShaderGenerator + { + + public TheToonShaderGenerator() { } + + //public bool _USE_OPTIMIZATION_DEFINES; + public bool _ENABLE_TOON_SHADING; + + public int _LIGHT_SOURCE = -1; + + public int _SHADING_FUNCTION; + public bool _SHADING_TERMINATORPOSITION; + public bool _ENABLE_SHADOWS; + public bool _ENABLE_CAST_SHADOWS; + + public bool _ENABLE_SPECULAR; + public int _SPECULAR_BLENDING = -1; + + public bool _ENABLE_RIM; + public int _RIM_BLENDING = -1; + + public bool _SUM_LIGHTS_BEFORE_POSTERIZATION; + public bool _SHADING_USE_LIGHT_COLORS; + public bool _SPECULAR_USE_LIGHT_COLORS; + public bool _STYLING_SPECULAR_USE_LIGHT_COLORS; + + + public bool _ENABLE_STYLING; + + public int _STYLING_CASTSHADOWS_SYNC_WITH_OTHER_STYLING = -1; + + public bool _ENABLE_STYLING_DISTANCEFADE; + + public bool _ENABLE_SHADING_STYLING; + public bool _SHADING_STYLING_TERMINATORPOSITION; + public int _SHADING_STYLING_BLENDING = -1; + public int _SHADING_STYLING_DRAWSPACE = -1; + public int _SHADING_STYLING_UVSET = -1; + public int _SHADING_STYLING_COORDINATESYSTEM = -1; + public int _SHADING_STYLE = -1; + public int _SHADING_STYLING_NUMBER_OF_CELLS_HATCHING = -1; + public bool _SHADING_STYLING_RANDOMIZER; + public bool _SHADING_STYLING_RANDOMIZER_PERLIN; + public bool _SHADING_STYLING_RANDOMIZER_PERLIN_FLOORED; + public bool _SHADING_STYLING_RANDOMIZER_WHITE; + public bool _SHADING_STYLING_RANDOMIZER_WHITE_FLOORED; + + public bool _SHADING_STYLING_ENABLE_DASHES; + public int _SHADING_STYLING_DASHES_TYPE = -1; + + + public bool _ENABLE_CASTSHADOWS_STYLING; + public int _CASTSHADOWS_STYLING_BLENDING = -1; + public int _CASTSHADOWS_STYLING_DRAWSPACE = -1; + public int _CASTSHADOWS_STYLING_UVSET = -1; + public int _CASTSHADOWS_STYLING_COORDINATESYSTEM = -1; + public int _CASTSHADOWS_STYLE = -1; + public int _CASTSHADOWS_STYLING_NUMBER_OF_CELLS_HATCHING = -1; + public bool _CASTSHADOWS_STYLING_RANDOMIZER; + public bool _CASTSHADOWS_STYLING_RANDOMIZER_PERLIN; + public bool _CASTSHADOWS_STYLING_RANDOMIZER_PERLIN_FLOORED; + public bool _CASTSHADOWS_STYLING_RANDOMIZER_WHITE; + public bool _CASTSHADOWS_STYLING_RANDOMIZER_WHITE_FLOORED; + + public bool _CASTSHADOWS_STYLING_ENABLE_DASHES; + public int _CASTSHADOWS_STYLING_DASHES_TYPE = -1; + + + public bool _ENABLE_SPECULAR_STYLING; + public int _SPECULAR_STYLING_BLENDING = -1; + public int _SPECULAR_STYLING_DRAWSPACE = -1; + public int _SPECULAR_STYLING_UVSET = -1; + public int _SPECULAR_STYLING_COORDINATESYSTEM = -1; + public int _SPECULAR_STYLE = -1; + public bool _SPECULAR_STYLING_RANDOMIZER; + public bool _SPECULAR_STYLING_RANDOMIZER_PERLIN; + public bool _SPECULAR_STYLING_RANDOMIZER_PERLIN_FLOORED; + public bool _SPECULAR_STYLING_RANDOMIZER_WHITE; + public bool _SPECULAR_STYLING_RANDOMIZER_WHITE_FLOORED; + + public bool _SPECULAR_STYLING_ENABLE_DASHES; + public int _SPECULAR_STYLING_DASHES_TYPE = -1; + + public bool _ENABLE_RIM_STYLING; + public int _RIM_STYLING_BLENDING = -1; + public int _RIM_STYLING_DRAWSPACE = -1; + public int _RIM_STYLING_UVSET = -1; + public int _RIM_STYLING_COORDINATESYSTEM = -1; + public int _RIM_STYLE = -1; + public bool _RIM_STYLING_RANDOMIZER; + public bool _RIM_STYLING_RANDOMIZER_PERLIN; + public bool _RIM_STYLING_RANDOMIZER_PERLIN_FLOORED; + public bool _RIM_STYLING_RANDOMIZER_WHITE; + public bool _RIM_STYLING_RANDOMIZER_WHITE_FLOORED; + + public bool _RIM_STYLING_ENABLE_DASHES; + public int _RIM_STYLING_DASHES_TYPE = -1; + + +#if USING_URP2D + public int _MAX_LIGHT_COUNT = -1; + public int _CELL_METHOD = -1; + public bool _ENABLE_MAINTEX_POSTERIZATION; + + public bool _EMISSION; + public bool _NORMALMAP; + + public bool _USE_MAINTEX; + public bool _CONVERT_NORMAL_TO_ALBEDO; + + public bool _USE_CORE_SHADOW_COLOR; + public bool _ENABLE_LIGHT_PARTITIONING; + public int _ROUND_METHOD = -1; + +#endif + + + public bool _ENABLE_OUTLINE; + + + public static bool CheckIfShaderIsAlreadyOptimized(Material material) + { + if (material != null && material.shader != null) + { + string dataPathWithoutAssets = Application.dataPath; + if (dataPathWithoutAssets.EndsWith("/Assets")) + { + dataPathWithoutAssets = dataPathWithoutAssets.Substring(0, dataPathWithoutAssets.LastIndexOf("/Assets")); + } + string realPath = null; + + string shaderAssetPath = UnityEditor.AssetDatabase.GetAssetPath(material.shader); + string fileName = Path.GetFileName(shaderAssetPath); + string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(shaderAssetPath); + string extension = Path.GetExtension(shaderAssetPath); + + if (fileName != null && !fileName.Equals("") && extension != null && extension.Equals(".shader")) + { + realPath = dataPathWithoutAssets + "/" + shaderAssetPath; + } + + //if (material.shader.name == "Dev/TheToonShaderDev") + //{ + // realPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/Native/URP/TheToonShader_URP2020.shader"; + //} + //else // remove in final + //{ + // Debug.Log("Remove me in final"); + // return false; + //} + + + //Debug.Log(realPath); + + string fileContent = File.ReadAllText(realPath); + //Debug.Log(fileContent); + + //string pattern = @"\b#define\s+_USE_OPTIMIZATION_DEFINES\s+1\b"; + string pattern = @"#\bdefine\s+_USE_OPTIMIZATION_DEFINES\s+1\b"; + Regex regex = new Regex(pattern); + + bool lineFound = regex.IsMatch(fileContent); + + + return lineFound; + } + + return false; + } + + + public static bool CheckIfShaderIsAlreadyOptimizedPropertyBased(Material material) + { + if (material != null && material.shader != null) + { + return material.HasProperty("_IsOptimized"); + } + + return false; + } + + public Shader GenerateOptimizedShaderFile(Material material) // return generated shader + { + if(material != null && material.shader != null) + { + + RenderPipelineOptions rp = getCurrentRenderPipeline(); + + + string shaderAssetPath = UnityEditor.AssetDatabase.GetAssetPath(material.shader); + string fileName = Path.GetFileName(shaderAssetPath); + string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(shaderAssetPath); + string extension = Path.GetExtension(shaderAssetPath); + + + string dataPathWithoutAssets = Application.dataPath; + if (dataPathWithoutAssets.EndsWith("/Assets")) + { + dataPathWithoutAssets = dataPathWithoutAssets.Substring(0, dataPathWithoutAssets.LastIndexOf("/Assets")); + } + + string realPath = null; + + + if (fileName != null && !fileName.Equals("") && extension != null && (extension.Equals(".shader") || extension.Equals(".shadergraph"))) + { + realPath = dataPathWithoutAssets + "/" + shaderAssetPath; + } + + + ////cause debug: + + ////realPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/Native/URP/TheToonShader_URP2020.shader"; + //if(material.shader.name == "Dev/TheToonShaderDev") + //{ + // realPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/Native/URP/TheToonShader_URP2020.shader"; + //} + + + + + if (realPath != null && !realPath.Equals("")) + { + string content = null; + + if (rp == RenderPipelineOptions.URP2D) + { + content = ShaderGraphToShaderExporterUtil.GenerateShaderCode(shaderAssetPath, fileNameWithoutExtension); + } + else + { + content = File.ReadAllText(realPath); + } + string optimizedShaderName = ""; + + //string patternShaderName = @"Shader\s*""([^""]+)"""; + //string patternShaderName = @"(\r\n|\r|\n)\s*Shader\s*""([^""]+)"""; + //Regex regex = new Regex(patternShaderName); + Regex regex = new Regex(@"^\s*Shader\s*""([^""]+)""", RegexOptions.Multiline); + + Match matchShaderName = regex.Match(content); + if (matchShaderName.Success) + { + string shaderName = matchShaderName.Groups[1].Value; + string modifiedShaderName = shaderName + "_" + material.name + "_Optimized"; + + optimizedShaderName = modifiedShaderName; + //Debug.Log("optimizedShaderName: " + optimizedShaderName); + List parts = optimizedShaderName.Split('/').ToList(); + parts.Insert(1, "Optimized"); + optimizedShaderName = string.Join("/", parts); + + content = regex.Replace(content, matchShaderName.Value.Replace(shaderName, optimizedShaderName)); + + } + + string patternProperties = @"Properties\s*\{\s*"; + Match matchProperties = Regex.Match(content, patternProperties); + + if (matchProperties.Success) + { + int insertPosition = matchProperties.Index + matchProperties.Length; + + content = content.Insert(insertPosition, "[HideInInspector] _IsOptimized(\"_IsOptimized\", Float) = 1.0" + "\n"); + } + + string pattern = @"SubShader\s*\{\s*"; + + Match match = Regex.Match(content, pattern); + + if (match.Success) + { + int insertPosition = match.Index + match.Length; + + StringBuilder defineDefinitions = new StringBuilder(2000); + + if (rp == RenderPipelineOptions.BiRP) + { + defineDefinitions.AppendLine("\tCGINCLUDE"); + } + else + { + defineDefinitions.AppendLine("\tHLSLINCLUDE"); + } + + defineDefinitions.AppendLine("\t\t#define _USE_OPTIMIZATION_DEFINES 1"); + + Type type = this.GetType(); + FieldInfo[] properties = type.GetFields(); + + foreach (FieldInfo property in properties) + { + //if(!property.Name.Equals("_ENABLE_OUTLINE")) + //{ + + if (property.GetValue(this).GetType() == typeof(bool)) + { + //Debug.Log("name: " + property.Name + " - " + (bool)property.GetValue(this)); + if ((bool)property.GetValue(this) == true) + { + defineDefinitions.AppendLine("\t\t#define " + property.Name + " 1"); + } + } + else if (property.GetValue(this).GetType() == typeof(int)) + { + if ((int)property.GetValue(this) != -1) + { + defineDefinitions.AppendLine("\t\t#define " + property.Name + " " + (int)property.GetValue(this)); + } + //} + } + + } + + if (rp == RenderPipelineOptions.BiRP) + { + defineDefinitions.AppendLine("\tENDCG"); + } + else + { + defineDefinitions.AppendLine("\tENDHLSL"); + } + + string modifiedContent = content.Insert(insertPosition, "\n" + defineDefinitions.ToString() + "\n"); + + + //if (_ENABLE_OUTLINE == false) + //{ + // string outlinePassPattern = @"Pass\s*\{\s*Name\s*""Outline""[\s\S]*?ENDCG[\s\S]*?\}"; + // modifiedContent = Regex.Replace(modifiedContent, outlinePassPattern, "", RegexOptions.Singleline); + //} + + + + //string filePathModfied = Application.dataPath + "/ToonShaderBuilder/ShaderCreatorTest/ShaderCreatorPlain_URP2020Optimized.shader"; + + string filePathModfied; + + if (rp == RenderPipelineOptions.URP2D && material.HasProperty(TheToonShaderConstants.THETOONSHADER2D_IDENTIFIER_PROPERTY)) + { + filePathModfied = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.2d/Scripts/Resources/OptimizedShaders/"; + } + else + { + filePathModfied = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/OptimizedShaders/"; + } + + if (!Directory.Exists(filePathModfied)) + { + Directory.CreateDirectory(filePathModfied); + } + + filePathModfied += fileNameWithoutExtension + "_" + material.name + "_Optimized"; + filePathModfied += ".shader"; + + File.WriteAllText(filePathModfied, modifiedContent); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + Shader optimizedShader = Shader.Find(optimizedShaderName); + //Debug.Log(optimizedShaderName); + return optimizedShader; + } + + + } + } + + return null; + + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs.meta new file mode 100644 index 000000000..6e2f72626 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: b4ccf604a3bf34b4982530526b1d037a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/TheToonShaderGenerator.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ToonEditorUtils.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ToonEditorUtils.cs new file mode 100644 index 000000000..5ef779996 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Common/ToonEditorUtils.cs @@ -0,0 +1,1312 @@ +using ShaderCrew.TheToonShader; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + public static class ToonEditorUtils + { + + public static void DrawBox(Rect position, Color color) + { + Color oldColor = GUI.color; + GUI.color = color; + GUI.Box(position, GUIContent.none); + GUI.color = oldColor; + } + + + public static bool MakeTheToonShaderSectionHeaderWithFoldout(string name, bool showContent) + { + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + + rect2.width = rect2.width + rect2.x; + rect2.x = 0; + if (EditorGUIUtility.isProSkin) + { + Color lightBlue = new Color(1.5f, 1.6f, 1.7f, 2); + //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + //EditorUtils.DrawUILine(rect2, lightBlue, 1, 0); + EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + + } + else + { + Color lightBlue = new Color(0.6f, 0.8f, 2f, 2); + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + } + + //EditorGUILayout.Space(); + if (EditorGUIUtility.isProSkin) + { + //GUI.Box(rect2, GUIContent.none); + DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1.5f)); + } + else + { + + DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1.5f)); + //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + } + + EditorGUILayout.Space(3f); + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + style.fontSize = EditorStyles.foldout.fontSize + 2; + Color myStyleColor = new Color(0.8f, 0.95f, 1f, 1f);// *0.9f; + + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + showContent = EditorGUILayout.Foldout(showContent, name, true, style); //, EditorStyles.boldLabel); + + style.fontStyle = previousStyle; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + //EditorGUILayout.Space(); + EditorGUILayout.Space(3f); + if (EditorGUIUtility.isProSkin) + { + + Color lightBlue = new Color(1.1f, 1.2f, 1.7f, 0.3f); + EditorUtils.DrawUILineBottom(rect2, lightBlue, 1); + } + else + { + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + } + + EditorGUILayout.EndVertical(); + + + return showContent; + } + struct DoubleBool + { + bool one; + bool two; + } + public static Tuple MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(string name, bool showContent, bool toggle) + { + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + + rect2.width = rect2.width + rect2.x; + rect2.x = 0; + if (EditorGUIUtility.isProSkin) + { + Color lightBlue = new Color(1.5f, 1.6f, 1.7f, 2); + //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + //EditorUtils.DrawUILine(rect2, lightBlue, 1, 0); + EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + + + } + else + { + Color lightBlue = new Color(0.6f, 0.8f, 2f, 2); + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + } + + //EditorGUILayout.Space(); + if (EditorGUIUtility.isProSkin) + { + //GUI.Box(rect2, GUIContent.none); + DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1.5f)); + } + else + { + + DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1.5f)); + //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + } + + EditorGUILayout.Space(3f); + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + style.fontSize = EditorStyles.foldout.fontSize + 2; + Color myStyleColor = new Color(0.8f, 0.95f, 1f, 1f);// *0.9f; + + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + EditorGUILayout.BeginHorizontal(); + showContent = EditorGUILayout.Foldout(showContent, name, true, style); //, EditorStyles.boldLabel); + //GUILayout.FlexibleSpace(); + //enableShadingStyling.floatValue = Convert.ToSingle(EditorGUILayout.Toggle(Convert.ToBoolean(enableShadingStyling.floatValue), GUILayout.Width(15))); + toggle = EditorGUILayout.Toggle(toggle, GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + style.fontStyle = previousStyle; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + //EditorGUILayout.Space(); + EditorGUILayout.Space(3f); + if (EditorGUIUtility.isProSkin) + { + //EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + Color lightBlue = new Color(1.1f, 1.2f, 1.7f, 0.5f); + EditorUtils.DrawUILineBottom(rect2, lightBlue, 1); + } + else + { + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + } + + EditorGUILayout.EndVertical(); + + + return Tuple.Create(showContent, toggle); + } + + //bool MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(string name, bool showContent, bool toggle) + public static bool MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, SavedBool foldoutBool, MaterialProperty toggle) + { + + if (toggle.floatValue == 0) + { + foldoutBool.value = false; + } + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + + rect2.width = rect2.width + rect2.x; + rect2.x = 0; + if (EditorGUIUtility.isProSkin) + { + Color lightBlue = new Color(1.5f, 1.6f, 1.7f, 2); + //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + //EditorUtils.DrawUILine(rect2, lightBlue, 1, 0); + EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + + + } + else + { + Color lightBlue = new Color(0.6f, 0.8f, 2f, 2); + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + } + + //EditorGUILayout.Space(); + if (EditorGUIUtility.isProSkin) + { + //GUI.Box(rect2, GUIContent.none); + DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1.5f)); + } + else + { + + DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1.5f)); + //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + } + + EditorGUILayout.Space(3f); + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + style.fontSize = EditorStyles.foldout.fontSize + 2; + Color myStyleColor = new Color(0.8f, 0.95f, 1f, 1f);// *0.9f; + + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + EditorGUILayout.BeginHorizontal(); + foldoutBool.value = EditorGUILayout.Foldout(foldoutBool.value, guiContent, true, style); + //GUILayout.FlexibleSpace(); + //enableShadingStyling.floatValue = Convert.ToSingle(EditorGUILayout.Toggle(Convert.ToBoolean(enableShadingStyling.floatValue), GUILayout.Width(15))); + bool toggleTMP = EditorGUILayout.Toggle(Convert.ToBoolean(toggle.floatValue), GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + style.fontStyle = previousStyle; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + //EditorGUILayout.Space(); + EditorGUILayout.Space(3f); + if (EditorGUIUtility.isProSkin) + { + //EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + Color lightBlue = new Color(1.1f, 1.2f, 1.7f, 0.5f); + EditorUtils.DrawUILineBottom(rect2, lightBlue, 1); + } + else + { + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + } + + EditorGUILayout.EndVertical(); + + float toggleFloat = Convert.ToSingle(toggleTMP); + if (toggle.floatValue != toggleFloat && toggleFloat == 1) + { + foldoutBool.value = true; + } + toggle.floatValue = toggleFloat; + + return (foldoutBool.value && toggle.floatValue == 1); + } + + + + + + + + public static bool MakeTheToonShaderSubSectionHeaderWithFoldout(GUIContent guiContent, bool showContent, Color color, int plusTextSize = 0) + { + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + EditorGUILayout.Space(1f); + //Color backgroundColor = color; + //EditorUtils.DrawUILine(rect2, new Color(0.3f, 0.3f, 0.3f, 1f),2); + DrawBox(rect2, color); + //if (EditorGUIUtility.isProSkin) + //{ + // Color lightBlue = new Color(0.5f, 0.6f, 0.7f, 1); + // //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + // EditorUtils.DrawUILine(lightBlue, 1, 0); + + //} + //else + //{ + // Color lightBlue = new Color(0.6f, 0.8f, 2f, 1); + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + // EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + //} + + ////EditorGUILayout.Space(); + //if (EditorGUIUtility.isProSkin) + //{ + // //GUI.Box(rect2, GUIContent.none); + //DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1f)); + //} + //else + //{ + + // DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1f)); + // //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + //} + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + showContent = EditorGUILayout.Foldout(showContent, guiContent, style); //, EditorStyles.boldLabel); + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + + + //if (EditorGUIUtility.isProSkin) + //{ + // EditorUtils.DrawUILine(new Color(0.25f, 0.25f, 0.25f, 1f)); + //} + //else + //{ + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + //} + //if(showContent) + //{ + + EditorUtils.DrawUILineBottom(rect2, new Color(0.7f, 0.7f, 0.7f, 1f), 1, 0); + + //} + EditorGUILayout.EndVertical(); + //EditorGUILayout.Space(); + + return showContent; + } + + + + public static bool MakeTheToonShaderSubSectionHeaderWithFoldout(GUIContent guiContent, bool showContent, Color color, int plusTextSize = 0, params SerializedProperty[] serializedProperties) + { + + int count = 0; + int totalCount = 0; + foreach (SerializedProperty serializedProperty in serializedProperties) + { + if (serializedProperty.name.Contains("_")) + { + totalCount++; + if (serializedProperty.boolValue == true) + { + count++; + //Debug.Log(" : " + serializedProperty.name); + } + } + + } + + + Rect rect2 = EditorGUILayout.BeginVertical(); + EditorGUILayout.Space(1f); + + DrawBox(rect2, color); + + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + EditorGUILayout.BeginHorizontal(); + showContent = EditorGUILayout.Foldout(showContent, guiContent, style); //, EditorStyles.boldLabel); + int tempIndent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + //string spaceString = " "; + string spaceString = " "; + if (count > 9) + { + spaceString = ""; + } + EditorGUILayout.LabelField(spaceString + count + " / " + totalCount, GUILayout.Width(50)); + EditorGUI.indentLevel = tempIndent; + EditorGUILayout.EndHorizontal(); + + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + + + EditorUtils.DrawUILineBottom(rect2, new Color(0.7f, 0.7f, 0.7f, 1f), 1, 0); + + + EditorGUILayout.EndVertical(); + + + return showContent; + } + + public static bool MakeTheToonShaderSubSectionHeaderWithFoldout(GUIContent guiContent, bool showContent, int plusTextSize = 0) + { + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + Color backgroundColor = new Color(0.7f, 0.7f, 0.7f, 0.9f); + DrawBox(rect2, backgroundColor); + //if (EditorGUIUtility.isProSkin) + //{ + // Color lightBlue = new Color(0.5f, 0.6f, 0.7f, 1); + // //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + // EditorUtils.DrawUILine(lightBlue, 1, 0); + + //} + //else + //{ + // Color lightBlue = new Color(0.6f, 0.8f, 2f, 1); + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + // EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + //} + + ////EditorGUILayout.Space(); + //if (EditorGUIUtility.isProSkin) + //{ + // //GUI.Box(rect2, GUIContent.none); + //DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1f)); + //} + //else + //{ + + // DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1f)); + // //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + //} + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + showContent = EditorGUILayout.Foldout(showContent, guiContent, style); //, EditorStyles.boldLabel); + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + + + //if (EditorGUIUtility.isProSkin) + //{ + // EditorUtils.DrawUILine(new Color(0.25f, 0.25f, 0.25f, 1f)); + //} + //else + //{ + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + //} + + EditorGUILayout.EndVertical(); + + + return showContent; + } + + + + + + + + public static bool MakeTheToonShaderSubSubSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, SavedBool foldoutBool, MaterialProperty toggle, int plusTextSize = 0) + { + + if (toggle.floatValue == 0) + { + foldoutBool.value = false; + } + Rect rect2 = EditorGUILayout.BeginVertical(); + + + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + //style.fontStyle = FontStyle.BoldAndItalic; + //style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + //Color myStyleColor = new Color(1f, 1f, 1f, 1f); + //Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + //style.normal.textColor = myStyleColor; + //style.onNormal.textColor = myStyleColor; + //style.hover.textColor = myStyleColor; + //style.onHover.textColor = myStyleColor; + //style.focused.textColor = myStyleColor; + //style.onFocused.textColor = myStyleColor; + //style.active.textColor = myStyleColor; + //style.onActive.textColor = myStyleColor; + + EditorGUILayout.BeginHorizontal(); + foldoutBool.value = EditorGUILayout.Foldout(foldoutBool.value, guiContent, true, style); + + bool toggleTMP = EditorGUILayout.Toggle(Convert.ToBoolean(toggle.floatValue), GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + + + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + + //} + EditorUtils.DrawUILineBottom(rect2, new Color(0.7f, 0.7f, 0.7f, 1f), 1, 0); + EditorGUILayout.EndVertical(); + + + //foldoutBool.value = foldoutBool.value; + + float toggleFloat = Convert.ToSingle(toggleTMP); + if (toggle.floatValue != toggleFloat && toggleFloat == 1) + { + foldoutBool.value = true; + } + toggle.floatValue = toggleFloat; + + return (foldoutBool.value && toggle.floatValue == 1); + + + } + + + + + + + + public static bool MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, SavedBool foldoutBool, MaterialProperty toggle, Color color, int plusTextSize = 0) + { + + if (toggle.floatValue == 0) + { + foldoutBool.value = false; + } + Rect rect2 = EditorGUILayout.BeginVertical(); + + DrawBox(rect2, color); + + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + EditorGUILayout.BeginHorizontal(); + foldoutBool.value = EditorGUILayout.Foldout(foldoutBool.value, guiContent, true, style); + + bool toggleTMP = EditorGUILayout.Toggle(Convert.ToBoolean(toggle.floatValue), GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + + + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + + //} + EditorUtils.DrawUILineBottom(rect2, new Color(0.7f, 0.7f, 0.7f, 1f), 1, 0); + EditorGUILayout.EndVertical(); + + + //foldoutBool.value = foldoutBool.value; + + float toggleFloat = Convert.ToSingle(toggleTMP); + if (toggle.floatValue != toggleFloat && toggleFloat == 1) + { + foldoutBool.value = true; + } + toggle.floatValue = toggleFloat; + + return (foldoutBool.value && toggle.floatValue == 1); + + + } + + + + + + + public static bool MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, SerializedProperty foldoutBool, SerializedProperty toggle) + { + + + if (toggle.boolValue == false) + { + foldoutBool.boolValue = false; + } + + Rect rect2 = EditorGUILayout.BeginVertical(); + + //rect2.width = rect2.width + rect2.x; + //rect2.x = 0; + if (EditorGUIUtility.isProSkin) + { + Color lightBlue = new Color(1.5f, 1.6f, 1.7f, 2); + EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + } + else + { + Color lightBlue = new Color(0.6f, 0.8f, 2f, 2); + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + } + + if (EditorGUIUtility.isProSkin) + { + DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1.5f)); + } + else + { + DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1.5f)); + } + + EditorGUILayout.Space(3f); + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + style.fontSize = EditorStyles.foldout.fontSize + 2; + Color myStyleColor = new Color(0.8f, 0.95f, 1f, 1f);// *0.9f; + + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + EditorGUILayout.BeginHorizontal(); + foldoutBool.boolValue = EditorGUILayout.Foldout(foldoutBool.boolValue, guiContent, true, style); + //GUILayout.FlexibleSpace(); + //enableShadingStyling.floatValue = Convert.ToSingle(EditorGUILayout.Toggle(Convert.ToBoolean(enableShadingStyling.floatValue), GUILayout.Width(15))); + + bool toggleTMP = EditorGUILayout.Toggle(toggle.boolValue, GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + style.fontStyle = previousStyle; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + //EditorGUILayout.Space(); + EditorGUILayout.Space(3f); + if (EditorGUIUtility.isProSkin) + { + //EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + Color lightBlue = new Color(1.1f, 1.2f, 1.7f, 0.5f); + EditorUtils.DrawUILineBottom(rect2, lightBlue, 1); + } + else + { + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + } + + EditorGUILayout.EndVertical(); + + + if (toggle.boolValue != toggleTMP && toggleTMP) + { + foldoutBool.boolValue = true; + } + toggle.boolValue = toggleTMP; + + return (foldoutBool.boolValue && toggle.boolValue); + } + + private static int CalculateWidthFromPropertyLengthAndEnabled(int enabledCount, params SerializedProperty[] serializedProperties) + { + int width; + int serializedPropertiesArrayLength = serializedProperties.Length; + if (serializedPropertiesArrayLength >= 100) + { + if (enabledCount >= 100) + { + width = 56; + + } + else if (enabledCount >= 10) + { + width = 51; + + } + else + { + width = 44; + + } + + } + else if (serializedPropertiesArrayLength >= 10 && serializedPropertiesArrayLength < 100) + { + if (enabledCount >= 10) + { + width = 47; + + } + else + { + width = 40; + + } + } + else + { + width = 30; + } + + return width; + + } + + public static bool MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, + SerializedProperty foldoutBool, + SerializedProperty toggle, + params SerializedProperty[] serializedPropertiesArray) + { + + + if (toggle.boolValue == false) + { + foldoutBool.boolValue = false; + SetSerializedPropertiesBool(false, serializedPropertiesArray); + } + + Rect rect2 = EditorGUILayout.BeginVertical(); + + rect2.width = rect2.width + rect2.x; + rect2.x = 0; + if (EditorGUIUtility.isProSkin) + { + Color lightBlue = new Color(1.5f, 1.6f, 1.7f, 2); + EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + } + else + { + Color lightBlue = new Color(0.6f, 0.8f, 2f, 2); + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + } + + if (EditorGUIUtility.isProSkin) + { + if (toggle.boolValue) + { + DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1.5f)); + //DrawBox(rect2, Color.black); + } + else + { + DrawBox(rect2, new Color(2.5f, 0.5f, 0.5f, 1.5f)); + } + } + else + { + DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1.5f)); + } + + EditorGUILayout.Space(3f); + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + //style.fontSize = EditorStyles.foldout.fontSize + 2; + style.fontSize = EditorStyles.foldout.fontSize + 1; + Color myStyleColor = new Color(0.8f, 0.95f, 1f, 1f);// *0.9f; + //myStyleColor = Color.white; + + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + EditorGUILayout.BeginHorizontal(); + foldoutBool.boolValue = EditorGUILayout.Foldout(foldoutBool.boolValue, guiContent, true, style); + //GUILayout.FlexibleSpace(); + //enableShadingStyling.floatValue = Convert.ToSingle(EditorGUILayout.Toggle(Convert.ToBoolean(enableShadingStyling.floatValue), GUILayout.Width(15))); + + //int count = 0; + //foreach (SerializedProperty serializedProperty in serializedPropertiesArray) + //{ + // if (serializedProperty.boolValue == true) + // { + // count++; + // } + //} + + int count = 0; + int totalCount = 0; + foreach (SerializedProperty serializedProperty in serializedPropertiesArray) + { + if (serializedProperty.name.Contains("_")) + { + totalCount++; + if (serializedProperty.boolValue == true) + { + count++; + //Debug.Log(" : " + serializedProperty.name); + } + } + } + //EditorGUILayout.LabelField("Active: " + count + " / " + serializedPropertiesArray.Length, GUILayout.Width(85)); + //EditorGUILayout.LabelField("(" + count + " / " + serializedPropertiesArray.Length + ")", GUILayout.Width(49)); + int width = CalculateWidthFromPropertyLengthAndEnabled(count, serializedPropertiesArray); + int serializedPropertiesArrayLength = serializedPropertiesArray.Length; + //if (serializedPropertiesArrayLength>=100) + //{ + // if (count >= 10) + // { + // width = 53; + + // } + // else + // { + // width = 45; + + // } + + //} + //else if (serializedPropertiesArrayLength >= 10 && serializedPropertiesArrayLength < 100) + //{ + // width = 40; + //} + //else + //{ + // width = 30; + //} + + + + + //EditorGUILayout.LabelField(count + " / " + totalCount, GUILayout.Width(width)); + + + GUIStyle labelStyle = new GUIStyle(EditorStyles.label); + labelStyle.fontStyle = FontStyle.Bold; + labelStyle.richText = true; + //labelStyle.normal.textColor = myStyleColor; + + EditorGUILayout.LabelField(count + " / " + "" + totalCount + "", labelStyle, GUILayout.Width(width)); + + + + + bool toggleTMP = EditorGUILayout.Toggle(toggle.boolValue, GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + style.fontStyle = previousStyle; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + //EditorGUILayout.Space(); + EditorGUILayout.Space(3f); + if (EditorGUIUtility.isProSkin) + { + //EditorUtils.DrawUILineBottom(rect2, new Color(0.25f, 0.25f, 0.25f, 1f)); + Color lightBlue = new Color(1.1f, 1.2f, 1.7f, 0.5f); + EditorUtils.DrawUILineBottom(rect2, lightBlue, 1); + } + else + { + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + } + + EditorGUILayout.EndVertical(); + + + if (toggle.boolValue != toggleTMP && toggleTMP) + { + foldoutBool.boolValue = true; + + SetSerializedPropertiesBool(true, serializedPropertiesArray); + + + } + toggle.boolValue = toggleTMP; + + return (foldoutBool.boolValue && toggle.boolValue); + } + + + + public static bool MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, SerializedProperty foldoutBool, SerializedProperty toggle, Color color, FontStyle fontStyle = FontStyle.Normal, int plusTextSize = 0, int padding = 0, params SerializedProperty[] serializedProperties) + { + if (toggle.boolValue == false) + { + foldoutBool.boolValue = false; + SetSerializedPropertiesBool(false, serializedProperties); + + } + + int count = 0; + int totalCount = 0; + foreach (SerializedProperty serializedProperty in serializedProperties) + { + if (serializedProperty.name.Contains("_")) + { + //if(serializedProperty.name.Equals("_NumberOfCells")) + //{ + // Debug.Log("inside foldout" + serializedProperty.boolValue); + //} + totalCount++; + if (serializedProperty.boolValue == true) + { + count++; + //Debug.Log(" : " + serializedProperty.name); + } + } + + } + + + Rect rect2 = EditorGUILayout.BeginVertical(); + rect2.x += padding; + int tempIndentOri = EditorGUI.indentLevel; + EditorGUI.indentLevel += padding/10; + if (count == 0) + { + DrawBox(rect2, new Color(1.5f,0,0)); + } + else + { + DrawBox(rect2, color); + } + + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + + style.fontStyle = fontStyle; + + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + EditorGUILayout.BeginHorizontal(); + foldoutBool.boolValue = EditorGUILayout.Foldout(foldoutBool.boolValue, guiContent, true, style); + ////GUILayout.FlexibleSpace(); + ////var style = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleRight }; + int tempIndent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + ////string spaceString = " "; + //string spaceString = " "; + //if (count > 9 ) + //{ + // spaceString = ""; + //} + //EditorGUILayout.LabelField(spaceString + count + " / " + totalCount, GUILayout.Width(50)); + + GUIStyle labelStyle = new GUIStyle(EditorStyles.label); + labelStyle.fontStyle = FontStyle.Bold; + labelStyle.richText = true; + //labelStyle.normal.textColor = myStyleColor; + + //int width = 0; + //int serializedPropertiesArrayLength = serializedProperties.Length; + //if (serializedPropertiesArrayLength >= 100) + //{ + // width = 53; + //} + //else if (serializedPropertiesArrayLength >= 10 && serializedPropertiesArrayLength < 100) + //{ + // width = 43; + //} + //else + //{ + // width = 33; + //} + int width = CalculateWidthFromPropertyLengthAndEnabled(count, serializedProperties); + + + EditorGUILayout.LabelField(count + " / " + "" + totalCount + "", labelStyle, GUILayout.Width(width)); + //EditorGUI.indentLevel = tempIndent; + bool toggleTMP = EditorGUILayout.Toggle(toggle.boolValue, GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel = tempIndent; + + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + + //} + EditorUtils.DrawUILineBottom(rect2, new Color(0.7f, 0.7f, 0.7f, 1f), 1, 0); + EditorGUILayout.EndVertical(); + + + //foldoutBool.value = foldoutBool.value; + + + if (toggle.boolValue != toggleTMP && toggleTMP) + { + foldoutBool.boolValue = true; + SetSerializedPropertiesBool(true, serializedProperties); + + } + toggle.boolValue = toggleTMP; + + EditorGUI.indentLevel = tempIndentOri; + + return (foldoutBool.boolValue && toggle.boolValue); + + + } + + + + public static Tuple MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, bool showContent, bool toggle, Color color, int plusTextSize = 0) + { + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + //EditorGUILayout.Space(1f); + rect2.x -= 15; + rect2.width += 15; + DrawBox(rect2, color); + //if (EditorGUIUtility.isProSkin) + //{ + // Color lightBlue = new Color(0.5f, 0.6f, 0.7f, 1); + // //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + // EditorUtils.DrawUILine(lightBlue, 1, 0); + + //} + //else + //{ + // Color lightBlue = new Color(0.6f, 0.8f, 2f, 1); + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + // EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + //} + + ////EditorGUILayout.Space(); + //if (EditorGUIUtility.isProSkin) + //{ + // //GUI.Box(rect2, GUIContent.none); + //DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1f)); + //} + //else + //{ + + // DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1f)); + // //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + //} + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + EditorGUILayout.BeginHorizontal(); + showContent = EditorGUILayout.Foldout(showContent, guiContent, true, style); //, EditorStyles.boldLabel); + //GUILayout.FlexibleSpace(); + //enableShadingStyling.floatValue = Convert.ToSingle(EditorGUILayout.Toggle(Convert.ToBoolean(enableShadingStyling.floatValue), GUILayout.Width(15))); + toggle = EditorGUILayout.Toggle(toggle, GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + + //showContent = EditorGUILayout.Foldout(showContent, guiContent, style); //, EditorStyles.boldLabel); + + + + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + + + //if (EditorGUIUtility.isProSkin) + //{ + // EditorUtils.DrawUILine(new Color(0.25f, 0.25f, 0.25f, 1f)); + //} + //else + //{ + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + //} + EditorUtils.DrawUILineBottom(rect2, new Color(0.7f, 0.7f, 0.7f, 1f), 1, 0); + EditorGUILayout.EndVertical(); + + return Tuple.Create(showContent, toggle); + } + public static Tuple MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(GUIContent guiContent, bool showContent, bool toggle, int plusTextSize = 0) + { + + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + + //if (EditorGUIUtility.isProSkin) + //{ + // Color lightBlue = new Color(0.5f, 0.6f, 0.7f, 1); + // //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + // EditorUtils.DrawUILine(lightBlue, 1, 0); + + //} + //else + //{ + // Color lightBlue = new Color(0.6f, 0.8f, 2f, 1); + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + // EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + //} + + ////EditorGUILayout.Space(); + //if (EditorGUIUtility.isProSkin) + //{ + // //GUI.Box(rect2, GUIContent.none); + //DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1f)); + //} + //else + //{ + + // DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1f)); + // //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + //} + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.BoldAndItalic; + style.fontSize = EditorStyles.foldout.fontSize + 1 + plusTextSize; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + + EditorGUILayout.BeginHorizontal(); + showContent = EditorGUILayout.Foldout(showContent, guiContent, true, style); //, EditorStyles.boldLabel); + //GUILayout.FlexibleSpace(); + //enableShadingStyling.floatValue = Convert.ToSingle(EditorGUILayout.Toggle(Convert.ToBoolean(enableShadingStyling.floatValue), GUILayout.Width(15))); + toggle = EditorGUILayout.Toggle(toggle, GUILayout.Width(15)); + EditorGUILayout.EndHorizontal(); + + //showContent = EditorGUILayout.Foldout(showContent, guiContent, style); //, EditorStyles.boldLabel); + + + + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + + + //if (EditorGUIUtility.isProSkin) + //{ + // EditorUtils.DrawUILine(new Color(0.25f, 0.25f, 0.25f, 1f)); + //} + //else + //{ + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + //} + + EditorGUILayout.EndVertical(); + + return Tuple.Create(showContent, toggle); + } + + public static bool MakeTheToonShaderSubSubSectionHeaderWithFoldout(GUIContent guiContent, bool showContent) + { + EditorGUI.indentLevel += 1; + //showDescription = EditorGUILayout.Foldout(showDescription, name, EditorStyles.boldLabel); //, EditorStyles.boldLabel); + + Rect rect2 = EditorGUILayout.BeginVertical(); + + //if (EditorGUIUtility.isProSkin) + //{ + // Color lightBlue = new Color(0.5f, 0.6f, 0.7f, 1); + // //EditorUtils.DrawUILine(new Color(0.2f, 0.2f, 0.2f, 1f)); + // EditorUtils.DrawUILine(lightBlue, 1, 0); + + //} + //else + //{ + // Color lightBlue = new Color(0.6f, 0.8f, 2f, 1); + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + // EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + //} + + ////EditorGUILayout.Space(); + //if (EditorGUIUtility.isProSkin) + //{ + // //GUI.Box(rect2, GUIContent.none); + //DrawBox(rect2, new Color(0.5f, 1.5f, 2.5f, 1f)); + //} + //else + //{ + + // DrawBox(rect2, new Color(0.5f, 0.7f, 0.9f, 1f)); + // //DrawBox(rect2, new Color(0.8f, 0.8f, 0.8f, 1)); + //} + GUIStyle style = new GUIStyle(EditorStyles.foldout); + FontStyle previousStyle = style.fontStyle; + style.fontStyle = FontStyle.Bold; + style.fontSize = EditorStyles.foldout.fontSize + 1; + Color myStyleColor = new Color(1f, 1f, 1f, 1f); + Color hoverColor = new Color(0f, 1f, 0.5f, 1f); + style.normal.textColor = myStyleColor; + style.onNormal.textColor = myStyleColor; + style.hover.textColor = myStyleColor; + style.onHover.textColor = myStyleColor; + style.focused.textColor = myStyleColor; + style.onFocused.textColor = myStyleColor; + style.active.textColor = myStyleColor; + style.onActive.textColor = myStyleColor; + showContent = EditorGUILayout.Foldout(showContent, guiContent, style); //, EditorStyles.boldLabel); + style.fontStyle = previousStyle; + style = EditorStyles.foldout; + //GUILayout.Label(name, EditorStyles.boldLabel); + + //EditorGUILayout.Space(); + + + + //if (EditorGUIUtility.isProSkin) + //{ + // EditorUtils.DrawUILine(new Color(0.25f, 0.25f, 0.25f, 1f)); + //} + //else + //{ + // EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + //} + + EditorGUILayout.EndVertical(); + + EditorGUI.indentLevel -= 1; + return showContent; + } + + public static Color ShadingColor = new Color(0, 0, 0); + + public static void SetSerializedPropertiesBool(bool boolValue, params SerializedProperty[] serializedProperties) + { + foreach (SerializedProperty serializedProperty in serializedProperties) + serializedProperty.boolValue = boolValue; + } + + } +} \ No newline at end of file diff --git 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Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderCrew.TheToonShader.Core.Editor.asmdef + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI.meta new file mode 100644 index 000000000..22b811fa3 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6319f07d59873194cb4548a0d67da792 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs new file mode 100644 index 000000000..b28da3b0f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs @@ -0,0 +1,389 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using static ShaderCrew.TheToonShader.TheToonShaderGUIEditor; + +namespace ShaderCrew.TheToonShader +{ + public class BiRPLightingGUI + { + public MaterialEditor m_MaterialEditor; + + public Color textColor; + Color originalColor; + + public enum BlendMode + { + Opaque, + Cutout, + //Transparent + } + public enum AlphaModes + { + Opaque, + Blend, + Add, + PreMultiply + } + + public enum SmoothnessMapChannel + { + SpecularMetallicAlpha, + AlbedoAlpha, + } + + + + // Standard + public MaterialProperty blendMode = null; + public MaterialProperty cullMode = null; + + public MaterialProperty albedoMap = null; + public MaterialProperty albedoColor = null; + public MaterialProperty alphaCutoff = null; + public MaterialProperty metallic = null; + public MaterialProperty metallicMap = null; + + public MaterialProperty smoothness = null; + public MaterialProperty smoothnessScale = null; + public MaterialProperty smoothnessMapChannel = null; + + public MaterialProperty bumpScale = null; + public MaterialProperty bumpMap = null; + + public MaterialProperty emissionMap = null; + public MaterialProperty emissionColor = null; + + public MaterialProperty occlusionMap = null; + public MaterialProperty occlusionStrength = null; + + public MaterialProperty heigtMapScale = null; + public MaterialProperty heightMap = null; + + public MaterialProperty detailMask = null; + public MaterialProperty detailAlbedoMap = null; + public MaterialProperty detailNormalMap = null; + public MaterialProperty detailNormalMapScale = null; + + + public MaterialProperty uvSetSecondary = null; + + + + private static class StandardLitStyles + { + // Standard + public static GUIContent albedoText = EditorGUIUtility.TrTextContent("Albedo", "Albedo (RGB) and Transparency (A)"); + public static GUIContent alphaCutoffText = EditorGUIUtility.TrTextContent("Alpha Cutoff", "Threshold for alpha cutoff"); + public static GUIContent metallicMapText = EditorGUIUtility.TrTextContent("Metallic", "Metallic (R) and Smoothness (A)"); + + public static GUIContent smoothnessText = EditorGUIUtility.TrTextContent("Smoothness", "Smoothness value"); + public static GUIContent smoothnessScaleText = EditorGUIUtility.TrTextContent("Smoothness", "Smoothness scale factor"); + public static GUIContent smoothnessMapChannelText = EditorGUIUtility.TrTextContent("Source", "Smoothness texture and channel"); + + public static GUIContent normalMapText = EditorGUIUtility.TrTextContent("Normal Map", "Normal Map"); + + public static GUIContent heightMapText = EditorGUIUtility.TrTextContent("Height Map", "Height Map (G)"); + + public static GUIContent emissionText = EditorGUIUtility.TrTextContent("Emission", "Emission (RGB)"); + public static GUIContent occlusionMapText = EditorGUIUtility.TrTextContent("Occlusion", "Occlusion (G)"); + + public static GUIContent detailMaskText = EditorGUIUtility.TrTextContent("Detail Mask", "Mask for Secondary Maps (A)"); + public static GUIContent detailAlbedoText = EditorGUIUtility.TrTextContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); + public static GUIContent detailNormalMapText = EditorGUIUtility.TrTextContent("Normal Map", "Normal Map"); + public static GUIContent uvSetLabel = EditorGUIUtility.TrTextContent("UV Set"); + + + public static string secondaryMapsText = "Secondary Maps"; + public static string advancedText = "Advanced Options"; + public static string renderingMode = "Rendering Mode"; + + public static readonly string[] blendNames = System.Enum.GetNames(typeof(BlendMode)); + + } + + public void DoSetup(MaterialEditor materialEditor) + { + m_MaterialEditor = materialEditor; + MaterialChanged(materialEditor.target as Material); + + + } + + + public static void DrawUILine(int thickness = 1, int padding = 10) + { + Color color = Color.black; + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + EditorGUI.DrawRect(r, color); + } + + public void BiRPShaderPropertiesGUI(Material material, GeneralShadingMode shadingMode, LightFunction lightFunction) + { + + EditorGUILayout.Space(); + + EditorGUI.BeginChangeCheck(); + { + BlendModePopup(); + m_MaterialEditor.ShaderProperty(cullMode, "Cull Mode"); + + DoAlbedoArea(material); + if(shadingMode == GeneralShadingMode.LightBased) + { + DoSpecularMetallicArea(material); + } + + DoNormalArea(); + + if (shadingMode == GeneralShadingMode.LightBased) + { + DoHeightMapArea(); + DoOcclusionArea(); + DoDetailMaskArea(); + } + DoEmissionArea(); + + bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + + bool showTextureScaleOffset = (albedoMap.textureValue != null || + bumpMap.textureValue != null || + (emissionMap.textureValue != null && shouldEmissionBeEnabled)); + + if (shadingMode == GeneralShadingMode.LightBased) + { + showTextureScaleOffset = showTextureScaleOffset || occlusionMap.textureValue != null || + heightMap.textureValue != null || + metallicMap.textureValue != null || + detailMask.textureValue != null; } + + if (showTextureScaleOffset) + { + EditorGUI.indentLevel += 2; + m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); + EditorGUI.indentLevel -= 2; + } + if (shadingMode == GeneralShadingMode.LightBased) + { + EditorGUILayout.Space(); + DoSecondaryArea(); + } + } + if (EditorGUI.EndChangeCheck()) + { + //MaterialChanged(material); + foreach (var obj in blendMode.targets) + MaterialChanged((Material)obj); + } + EditorGUILayout.Space(); + } + + + + + + public void OnlyBlendModeAndCullModeGUI() + { + BlendModePopup(); + m_MaterialEditor.ShaderProperty(cullMode, "Cull Mode"); + } + + public void OnlyCullModeGUI() + { + m_MaterialEditor.ShaderProperty(cullMode, "Cull Mode"); + } + + + + void BlendModePopup() + { + EditorGUI.showMixedValue = blendMode.hasMixedValue; + var mode = (BlendMode)blendMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (BlendMode)EditorGUILayout.Popup(StandardLitStyles.renderingMode, (int)mode, StandardLitStyles.blendNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); + blendMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + + static void MaterialChanged(Material material) + { + SetMaterialKeywords(material); + } + + static void SetMaterialKeywords(Material material) + { + SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap")); + SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap")); + SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap")); + SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap")); + + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + if (material.HasProperty("_SmoothnessTextureChannel")) + { + SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); + } + + } + static void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword(keyword); + else + m.DisableKeyword(keyword); + } + + + + + + void DoAlbedoArea(Material material) + { + float oriLabelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.albedoText, albedoMap, albedoColor); + EditorGUIUtility.labelWidth = oriLabelWidth; + + if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) + { + m_MaterialEditor.ShaderProperty(alphaCutoff, StandardLitStyles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); + } + } + + + void DoDetailMaskArea() + { + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.detailMaskText, detailMask); + } + + + + void DoSecondaryArea() + { + GUILayout.Label(StandardLitStyles.secondaryMapsText, EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.detailAlbedoText, detailAlbedoMap); + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.detailNormalMapText, detailNormalMap, detailNormalMapScale); + m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); + m_MaterialEditor.ShaderProperty(uvSetSecondary, StandardLitStyles.uvSetLabel.text); + + } + + void DoNormalArea() + { + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); + } + + void DoHeightMapArea() + { + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); + } + void DoSpecularMetallicArea(Material material) + { + bool hasGlossMap = metallicMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); + + bool showSmoothnessScale = hasGlossMap; + if (smoothnessMapChannel != null) + { + int smoothnessChannel = (int)smoothnessMapChannel.floatValue; + if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha) + showSmoothnessScale = true; + } + + int indentation = 2; + m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? StandardLitStyles.smoothnessScaleText : StandardLitStyles.smoothnessText, indentation); + + ++indentation; + if (smoothnessMapChannel != null) + m_MaterialEditor.ShaderProperty(smoothnessMapChannel, StandardLitStyles.smoothnessMapChannelText, indentation); + } + + + void DoOcclusionArea() + { + m_MaterialEditor.TexturePropertySingleLine(StandardLitStyles.occlusionMapText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null); + } + + + void DoEmissionArea() + { + if (m_MaterialEditor.EmissionEnabledProperty()) + { + bool hadEmissionTexture = emissionMap.textureValue != null; + + m_MaterialEditor.TexturePropertyWithHDRColor(StandardLitStyles.emissionText, emissionMap, emissionColor, false); + + float brightness = emissionColor.colorValue.maxColorComponent; + if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) + { + emissionColor.colorValue = Color.white; + } + + m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true); + } + } + + + + + + + static SmoothnessMapChannel GetSmoothnessMapChannel(Material material) + { + int ch = (int)material.GetFloat("_SmoothnessTextureChannel"); + if (ch == (int)SmoothnessMapChannel.AlbedoAlpha) + return SmoothnessMapChannel.AlbedoAlpha; + else + return SmoothnessMapChannel.SpecularMetallicAlpha; + } + + + + + public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) + { + //switch (blendMode) + //{ + // case BlendMode.Opaque: + // material.SetFloat("_AlphaMode", (float)AlphaModes.Opaque); + // material.SetOverrideTag("RenderType", ""); + // material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + // material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + // material.SetInt("_ZWrite", 1); + // //material.DisableKeyword("_ALPHATEST_ON"); + // //material.renderQueue = -1; + // //material.SetColor("_Color", Color.green); + // break; + // case BlendMode.Cutout: + // material.SetFloat("_AlphaMode", (float)AlphaModes.Opaque); + // //material.SetInt("_ZWrite", 1); + // //material.EnableKeyword("_ALPHATEST_ON"); + // //material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; + // break; + // case BlendMode.Transparent: + // material.SetOverrideTag("RenderType", "Transparent"); + // material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + // //material.SetColor("_Color", Color.blue); + // material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + // material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + // material.SetInt("_ZWrite", 0); + // //material.SetFloat("_AlphaMode", (float)AlphaModes.Blend); + // break; + //} + } + + + + } +} diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs.meta new file mode 100644 index 000000000..d10dce1c7 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 366dd6a816be8c040862fa3ea7bddc58 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/BiRPLightingGUI.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs new file mode 100644 index 000000000..144d4733b --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs @@ -0,0 +1,7810 @@ +//#if USING_URP +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditor.AnimatedValues; + +using UnityEditorInternal; +using UnityEngine; +using UnityEngine.Rendering; +using static ShaderCrew.TheToonShader.ShaderUtils; + +#if USING_URP +using UnityEditor.Rendering.Universal.ShaderGUI; +using static UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitGUI; +#endif + +#if USING_SEE_THROUGH_SHADER + using ShaderCrew.SeeThroughShader; +using UnityEditor.Rendering; +using System.Linq; +using static ShaderCrew.TheToonShader.TheToonShaderGUIEditor; +#endif +#if USING_URP +using UnityEngine.Rendering.Universal; +#endif + + +namespace ShaderCrew.TheToonShader +{ + public class TheToonShaderGUIEditor : ShaderGUI + { + + public static string[] stylingOptions = new string[] {"Hatching","Halftones", }; + //public static string[] stylingOptions = new string[] {"Hatching","Halftones", "Texture",}; + + + #region Enums + + public enum SurfaceType + { + Opaque, + Transparent + } + public enum BlendMode + { + Alpha, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Premultiply, // Physically plausible transparency mode, implemented as alpha pre-multiply + Additive, + Multiply + } + public enum RenderFace + { + Front = 2, + Back = 1, + Both = 0 + } + + + public enum GeneralShadingMode + { + SolidColor = 0, + LightBased = 1 + } + + public enum LightFunction + { + BlinnPhong = 0, + PBR = 1, + //Mixed = 2, + } + + public enum LightSource + { + Realtime = 0, + Baked = 1, + Mixed = 2, + } + + public enum GeneralShadingFunction + { + Cells = 0, + Gradient = 1 + } + + public enum CastShadowColorMode + { + CoreShadowColor = 0, + FormShadowColor = 1 + } + + + public enum RimAffectedRegion + { + OnlyLights = 0, + OnlyShadows = 1, + Both = 2 + } + + public enum Styling + { + Hatching = 0, + HalftonePatterns = 1, + TextureBased = 2, + } + + public enum HatchingShadingMode + { + LineSpacing = 0, + CrossHatching = 1 + } + + + public enum HatchingDirection + { + Random = 0, + Cycling = 1, + //Manual = 2 + } + + public enum RandomMode + { + SingleLine = 0, + AllLines = 1, + Mixed = 2 + } + public enum RandomModeHalftones + { + //WhiteNoise = 0, + //PerlinNoise = 1, + SingleHalftone = 0, + AllHalftones = 1, + Mixed = 2 + } + + + public enum DrawSpace + { + ObjectUVSpace = 0, + ScreenSpace = 1, + //Triplanar = 2 + } + public enum CoordinateSystem + { + Cartesian = 0, + Polar = 1, + } + public enum SizeControl + { + Manual = 0, + LightBased = 1, + } + + public enum PolarCenterMode + { + ScreenSpace = 0, + WorldSpace = 1, + } + + + //public enum BlendingMode + //{ + // Normal = 0, + // Additive = 1, + // Multiply = 2, + // Subtract = 3, + // Screen = 4, + // Overlay = 5, + // SoftLight = 6, + // Lighten = 7, + // Darken = 8, + // Divide = 9, + //} + + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class EnumTooltipAttribute : System.Attribute + { + public readonly string Tooltip; + + public EnumTooltipAttribute(string tooltip) + { + Tooltip = tooltip; + } + } + public enum BlendingMode + { + [EnumTooltip("Replaces the base color based on the effect strength.")] + Normal = 0, + + [EnumTooltip("Adds the effect color. Useful for strong highlights and glow-like effects.")] + Additive = 1, + + [EnumTooltip("Multiplies with the base color. Useful for shadows, ink, and darkening.")] + Multiply = 2, + + [EnumTooltip("Subtracts the effect color from the base color.")] + Subtract = 3, + + [EnumTooltip("Brightens like an inverted multiply. Softer and more controlled than Additive.")] + Screen = 4, + + [EnumTooltip("Preserves contrast while mixing the effect color into the base.")] + Overlay = 5, + + [EnumTooltip("A softer version of Overlay for subtle stylized color influence.")] + SoftLight = 6, + + [EnumTooltip("Only applies the effect where it makes the result brighter.")] + Lighten = 7, + + [EnumTooltip("Only applies the effect where it makes the result darker.")] + Darken = 8, + + [EnumTooltip("Divides the base color by the effect color. Can create strong brightening.")] + Divide = 9, + } + + public enum StylePosition + { + Top = 0, + Mid = 1, + Bottom = 2 + } + + enum StyleAreaMode + { + Shading, + CastShadows, + Specular, + Rim + } + + enum GradientMode + { + Combined, + Separated, + } + + enum TextureQuality + { + High, + Mid, + Low, + UltraLow + } + + enum StylingSyncMode + { + None, + Shading, + CastShadows, + Specular, + Rim + } + + public enum CellMethod + { + //LightIntensityOnly = 0, + //IntensityAndColor = 1, + //IntensityColorAndMainTex = 2 + LightOnly = 0, + LightAndMaintex = 1, + Luminance = 2, + } + + public enum RoundingMethod + { + Ceil = 0, + Floor = 1, + } + + public enum UVSet + { + UV0 = 0, + UV1 = 1, + UV2 = 2, + UV3 = 3, + } + + public enum DashesType + { + Simple = 0, + Shaped = 1, + } + + #endregion + + + public class Styles + { + // Catergories + public static readonly GUIContent SurfaceOptions = + new GUIContent("Surface Options", "Controls how Universal RP renders the Material on a screen."); + + public static readonly GUIContent SurfaceInputs = new GUIContent("Surface Inputs", + "These settings describe the look and feel of the surface itself."); + + public static readonly GUIContent AdvancedLabel = new GUIContent("Advanced", + "These settings affect behind-the-scenes rendering and underlying calculations."); + + public static readonly GUIContent surfaceType = new GUIContent("Surface Type", + "Select a surface type for your texture. Choose between Opaque or Transparent."); + + public static readonly GUIContent blendingMode = new GUIContent("Blending Mode", + "Controls how the color of the Transparent surface blends with the Material color in the background."); + + public static readonly GUIContent cullingText = new GUIContent("Render Face", + "Specifies which faces to cull from your geometry. Front culls front faces. Back culls backfaces. None means that both sides are rendered."); + + public static readonly GUIContent alphaClipText = new GUIContent("Alpha Clipping", + "Makes your Material act like a Cutout shader. Use this to create a transparent effect with hard edges between opaque and transparent areas."); + + public static readonly GUIContent alphaClipThresholdText = new GUIContent("Threshold", + "Sets where the Alpha Clipping starts. The higher the value is, the brighter the effect is when clipping starts."); + + public static readonly GUIContent receiveShadowText = new GUIContent("Receive Shadows", + "When enabled, other GameObjects can cast shadows onto this GameObject."); + + public static readonly GUIContent baseMap = new GUIContent("Base Map", + "Specifies the base Material and/or Color of the surface. If you’ve selected Transparent or Alpha Clipping under Surface Options, your Material uses the Texture’s alpha channel or color."); + + public static readonly GUIContent emissionMap = new GUIContent("Emission Map", + "Sets a Texture map to use for emission. You can also select a color with the color picker. Colors are multiplied over the Texture."); + + public static readonly GUIContent normalMapText = + new GUIContent("Normal Map", "Assigns a tangent-space normal map."); + + public static readonly GUIContent normalMapScaleText = + new GUIContent("Normal Strength", "Scales the intensity of the normal map effect. 1 = normal strength. Lower = softer, higher = exaggerated."); + + + public static readonly GUIContent bumpScaleNotSupported = + new GUIContent("Bump scale is not supported on mobile platforms"); + + public static readonly GUIContent fixNormalNow = new GUIContent("Fix now", + "Converts the assigned texture to be a normal map format."); + + //public static readonly GUIContent queueSlider = new GUIContent("Priority", + // "Determines the chronological rendering order for a Material. High values are rendered first."); + + + public static GUIContent occlusionText = new GUIContent("Occlusion Map", "Sets an occlusion map to simulate shadowing from ambient lighting."); + + + //SimpleLit: + public static GUIContent specularMapText = + new GUIContent("Specular Map", "Sets and configures a Specular map and color for your Material."); + + public static GUIContent smoothnessText = new GUIContent("Smoothness", + "Controls the spread of highlights and reflections on the surface."); + + public static GUIContent smoothnessMapChannelText = + new GUIContent("Source", + "Specifies where to sample a smoothness map from. By default, uses the alpha channel for your map."); + + public static GUIContent highlightsText = new GUIContent("Specular Highlights", + "When enabled, the Material reflects the shine from direct lighting."); + + + + public static readonly GUIContent GeneralShadingLightPartitioning = new GUIContent("Light Partitioning", "Controls how light is divided into discrete toon bands before shading effects are applied."); + public static readonly GUIContent GeneralShadingLightGradient= new GUIContent("Light Gradient", "TODO"); + public static readonly GUIContent GeneralShadingShadowGradient= new GUIContent("Shadow Gradient", "TODO"); + public static readonly GUIContent GeneralShadingLightAndShadowGradient = new GUIContent("Light and Shadow Gradient", "TODO"); + public static readonly GUIContent GeneralShadingLighting = new GUIContent("Lighting", "TODO"); + public static readonly GUIContent GeneralShadingShading = new GUIContent("Shading", "Controls the main light-to-shadow appearance of the material."); + public static readonly GUIContent GeneralShadingCastShadows = new GUIContent("Cast Shadows", "Controls how this material casts shadows onto other objects in the scene."); + public static readonly GUIContent GeneralShadingSpecular= new GUIContent("Specular", "Controls stylized highlights from lighting."); + public static readonly GUIContent GeneralShadingRim = new GUIContent("Rim", "Controls stylized edge lighting based on the view angle."); + public static readonly GUIContent GeneralShadingAdvanced = new GUIContent("Advanced", "TODO"); + + + public static readonly GUIContent ToonShadingHeader = new GUIContent("Toon Shading", "Controls stylized treatments applied to surface shading, rim light, specular highlights, and cast shadows."); + public static readonly GUIContent OutlineHeader = new GUIContent("Outline", "TODO"); + //public static readonly GUIContent StylingAreaHeader = new GUIContent("Styling", "TODO"); + public static readonly GUIContent StylingAreaHeader = new GUIContent("Stylized Layers", "Adds procedural stylized effects such as hatching, halftones, and other(soon) mark-based shading layers."); + + + public static readonly GUIContent GeneralStylingDistanceFade = new GUIContent("Distance Fade", "Fades stylized layers based on camera distance. Useful for reducing noise, flickering, and overly dense detail on distant objects."); + + //public static readonly GUIContent Styling = new GUIContent("Styling", "TODO"); + //public static readonly GUIContent Styling = new GUIContent("Stylized Layers", "Controls stylized treatments applied to surface shading, rim light, specular highlights, and cast shadows."); + + //public static readonly GUIContent StylingRandomizeHatching = new GUIContent(" Randomize", "TODO"); + public static readonly GUIContent StylingRandomizeHalftones = new GUIContent(" Randomize Halftones", "TODO"); + //public static readonly GUIContent StylingBlending = new GUIContent("Blending", "TODO"); + //public static readonly GUIContent StylingPositionAndBlending = new GUIContent(" Blending", "TODO"); + //public static readonly GUIContent StylingDrawSpace = new GUIContent(" Draw Space", "TODO"); + public static readonly GUIContent StylingHalftonesDensityRotationOffset = new GUIContent(" Density, Rotation and Offset", "TODO"); + //public static readonly GUIContent StylingHatchingDensityDirection = new GUIContent(" Density and Direction", "TODO"); + //public static readonly GUIContent StylingPartitioning = new GUIContent(" Partitioning", "TODO"); + //public static readonly GUIContent StylingSettings = new GUIContent(" Style Settings", "TODO"); + + public static readonly GUIContent StylingPartitioning = new GUIContent(" Tone Distribution", "Controls how the effect responds to lighting and how shading bands are distributed."); + public static readonly GUIContent StylingHatchingDensityDirection = new GUIContent(" Pattern", "Controls the generated pattern structure, including density and direction."); + public static readonly GUIContent StylingSettings = new GUIContent(" Mark Appearance", "Controls hatch stroke opacity, thickness, hardness, and dash styling."); + public static readonly GUIContent StylingSettingsHalftones = new GUIContent(" Mark Appearance", "Controls halftone dot opacity, size, hardness, and shape."); + public static readonly GUIContent StylingRandomizeHatching = new GUIContent(" Variation", "Adds controlled randomness to the visible marks for a less uniform look."); + public static readonly GUIContent StylingDrawSpace = new GUIContent(" Mapping", "Controls how the pattern is mapped onto the object or screen."); + public static readonly GUIContent StylingBlending = new GUIContent(" Compositing", "Controls how the effect is blended with the underlying material color."); + public static readonly GUIContent StylingPositionAndBlending = new GUIContent(" Compositing", "Controls how the effect is blended with the underlying material color."); + + + public static readonly GUIContent StylingShading = new GUIContent("Shading", "Controls stylized layers applied to the light and shadow areas of the material."); + public static readonly GUIContent StylingCastShadows = new GUIContent(" Cast Shadows", "Controls stylized layers applied to cast-shadow areas."); + public static readonly GUIContent StylingSpecular = new GUIContent("Specular", "Controls stylized layers applied to specular highlights."); + public static readonly GUIContent StylingRim = new GUIContent("Rim", "Controls stylized layers applied to rim lighting."); + + public static readonly GUIContent StylingCastShadowsSettings = new GUIContent(" Partitioning", "TODO"); + public static readonly GUIContent StylingSpecularSettings = new GUIContent(" Specular Settings", "TODO"); + public static readonly GUIContent StylingRimSettings = new GUIContent(" Rim Settings", "TODO"); + + } + + Color oriCol; + Color textColor; + + public bool m_FirstTimeApply = true; + + private const string k_KeyPrefix = "TheToonShader:Material:UI_State:"; + + private string m_HeaderStateKey = null; + protected string headerStateKey { get { return m_HeaderStateKey; } } + + + protected MaterialEditor materialEditor { get; set; } + protected MaterialProperty surfaceTypeProp { get; set; } + protected MaterialProperty isOptimized { get; set; } + protected MaterialProperty blendModeProp { get; set; } + protected MaterialProperty cullingProp { get; set; } + protected MaterialProperty alphaClipProp { get; set; } + protected MaterialProperty alphaCutoffProp { get; set; } + protected MaterialProperty receiveShadowsProp { get; set; } + protected MaterialProperty baseMapProp { get; set; } + protected MaterialProperty baseColorProp { get; set; } + protected MaterialProperty useAlphaOnlyFromBaseMap { get; set; } + protected MaterialProperty enableEmission{ get; set; } + protected MaterialProperty emissionMapProp { get; set; } + protected MaterialProperty emissionColorProp { get; set; } + + protected MaterialProperty enableNormalMap { get; set; } + protected MaterialProperty bumpMapProp { get; set; } + protected MaterialProperty bumpScaleProp { get; set; } + protected MaterialProperty occlusionStrength { get; set; } + protected MaterialProperty occlusionMap { get; set; } + + // URP 2020 SimpleLit + //protected MaterialProperty specColor { get; set; } + //protected MaterialProperty specGlossMap { get; set; } + //protected MaterialProperty specHighlights { get; set; } + //protected MaterialProperty smoothnessMapChannel { get; set; } + //protected MaterialProperty smoothness { get; set; } + +#if USING_URP + private SimpleLitGUI.SimpleLitProperties shadingModelProperties; +#endif + + + protected MaterialProperty shadingMode { get; set; } + + protected MaterialProperty lightSource { get; set; } + //protected MaterialProperty lightSourceStyling { get; set; } + + protected MaterialProperty lightFunction { get; set; } + + + protected MaterialProperty useMainTex { get; set; } // 2d TOON ONLY + protected MaterialProperty convertNormalToAlbedo { get; set; } // 2d TOON ONLY + protected MaterialProperty normalToAlbedoConversionVector { get; set; } // 2d TOON ONLY + + #region MaterialPropertiesToonShading + + protected MaterialProperty enableToonShading { get; set; } + protected MaterialProperty shadingFunction { get; set; } + + // currently 2d only + protected MaterialProperty enableMainTexPosterization { get; set; } // 2d TOON ONLY + protected MaterialProperty cellMethod { get; set; }// 2d TOON ONLY + protected MaterialProperty roundingMethod { get; set; }// 2d TOON ONLY + protected MaterialProperty useCoreShadowColor { get; set; }// 2d TOON ONLY + protected MaterialProperty enableLightPartitioning { get; set; }// 2d TOON ONLY + + //protected MaterialProperty fakeLightPosition { get; set; } // TOON ONLY + + + protected MaterialProperty gradientMode { get; set; } + protected MaterialProperty gradientBlending { get; set; } + protected MaterialProperty gradientBlendFactor { get; set; } + //Gradient/Ramp + protected MaterialProperty gradientTex { get; set; } + //Cells + protected MaterialProperty numberOfCells { get; set; } + protected MaterialProperty cellTransitionSmoothness { get; set; } + protected MaterialProperty sumLightsBeforePosterization { get; set; } + protected MaterialProperty shadingUseLightColors { get; set; } + + protected MaterialProperty enableShadows { get; set; } + protected MaterialProperty coreShadowColor { get; set; } + protected MaterialProperty terminatorPosition { get; set; } + protected MaterialProperty terminatorWidth { get; set; } + protected MaterialProperty terminatorSmoothness { get; set; } + protected MaterialProperty formShadowColor { get; set; } + + protected MaterialProperty shadingAffectByNormalMap { get; set; } + protected MaterialProperty enableCastShadows { get; set; } + protected MaterialProperty castShadowsStrength { get; set; } + protected MaterialProperty castShadowsSmoothness { get; set; } + //protected MaterialProperty customizeCastShadowsColor { get; set; } + protected MaterialProperty castShadowColorMode { get; set; } + protected MaterialProperty castShadowColor { get; set; } + + + protected MaterialProperty enableSpecular { get; set; } + protected MaterialProperty specularColor { get; set; } + protected MaterialProperty specularSize { get; set; } + protected MaterialProperty specularSmoothness { get; set; } + protected MaterialProperty specularOpacity { get; set; } + protected MaterialProperty specularAffectedByNormalMap { get; set; } + protected MaterialProperty specularUseLightColors { get; set; } + + + protected MaterialProperty enableRim { get; set; } + protected MaterialProperty rimColor { get; set; } + protected MaterialProperty rimSize { get; set; } + protected MaterialProperty rimSmoothness { get; set; } + protected MaterialProperty rimOpacity { get; set; } + protected MaterialProperty rimAffectedArea { get; set; } + protected MaterialProperty rimAffectedByNormalMap { get; set; } + + + protected MaterialProperty specularBlending { get; set; } + protected MaterialProperty rimBlending { get; set; } + + #endregion + + /////////////////// + // ENABLE STYLE: // + /////////////////// + protected MaterialProperty enableStyling { get; set; } + protected MaterialProperty enableShadingStyling { get; set; } + protected MaterialProperty enableCastShadowsStyling { get; set; } + protected MaterialProperty enableSpecularStyling { get; set; } + protected MaterialProperty enableRimStyling { get; set; } + +// STYLES + protected MaterialProperty shadingStyle { get; set; } + protected MaterialProperty castShadowsStyle { get; set; } + protected MaterialProperty specularStyle { get; set; } + protected MaterialProperty rimStyle { get; set; } + +// STYLING BLENDING + protected MaterialProperty stylingShadingBlending { get; set; } + protected MaterialProperty stylingCastShadowsBlending { get; set; } + protected MaterialProperty stylingSpecularBlending { get; set; } + protected MaterialProperty stylingRimBlending { get; set; } + + protected MaterialProperty stylingShadingIsInverted { get; set; } + protected MaterialProperty stylingCastShadowsIsInverted { get; set; } + protected MaterialProperty stylingSpecularIsInverted { get; set; } + protected MaterialProperty stylingRimIsInverted { get; set; } + + + #region MaterialProperties - Draw Spaces + + #region MaterialProperties - Draw Spaces - Shading + protected MaterialProperty drawSpace { get; set; } + protected MaterialProperty uvSet { get; set; } + protected MaterialProperty coordinateSystem { get; set; } + protected MaterialProperty polarCenterMode { get; set; } + protected MaterialProperty polarCenter { get; set; } + protected MaterialProperty sSCameraDistanceScaled { get; set; } + protected MaterialProperty anchorSSToObjectsOrigin { get; set; } + #endregion + + #region MaterialProperties - Draw Spaces - Cast Shadows + protected MaterialProperty castShadowsDrawSpace { get; set; } + protected MaterialProperty castShadowsUVSet { get; set; } + protected MaterialProperty castShadowsCoordinateSystem { get; set; } + protected MaterialProperty castShadowsPolarCenterMode { get; set; } + protected MaterialProperty castShadowsPolarCenter { get; set; } + protected MaterialProperty castShadowsSSCameraDistanceScaled { get; set; } + protected MaterialProperty castShadowsAnchorSSToObjectsOrigin { get; set; } + #endregion + + #region MaterialProperties - Draw Spaces - Specular + protected MaterialProperty specularDrawSpace { get; set; } + protected MaterialProperty specularUVSet { get; set; } + protected MaterialProperty specularCoordinateSystem { get; set; } + protected MaterialProperty specularPolarCenterMode { get; set; } + protected MaterialProperty specularPolarCenter { get; set; } + protected MaterialProperty specularSSCameraDistanceScaled { get; set; } + protected MaterialProperty specularAnchorSSToObjectsOrigin { get; set; } + #endregion + + #region MaterialProperties - Draw Spaces - Rim + protected MaterialProperty rimDrawSpace { get; set; } + protected MaterialProperty rimUVSet { get; set; } + protected MaterialProperty rimCoordinateSystem { get; set; } + protected MaterialProperty rimPolarCenterMode { get; set; } + protected MaterialProperty rimPolarCenter { get; set; } + protected MaterialProperty rimSSCameraDistanceScaled { get; set; } + protected MaterialProperty rimAnchorSSToObjectsOrigin { get; set; } + #endregion + + #endregion + + protected MaterialProperty stylingTerminatorPosition { get; set; } + protected MaterialProperty stylingOvermodelingFactor { get; set; } + protected MaterialProperty hatchingAffectedByNormalMap { get; set; } + protected MaterialProperty enableAntiAliasing { get; set; } + + + protected MaterialProperty noiseMap1 { get; set; } + protected MaterialProperty noiseMap2 { get; set; } + + protected MaterialProperty maxLightCount { get; set; } //URP2D + protected MaterialProperty noiseTextureQuality { get; set; } + + + protected MaterialProperty enableStylingDistanceFade { get; set; } + protected MaterialProperty stylingDFStartingDistance { get; set; } + protected MaterialProperty stylingDFFalloff { get; set; } + protected MaterialProperty stylingAdjustDistanceFadeValue { get; set; } + protected MaterialProperty stylingDistanceFadeValue { get; set; } + + + #region MaterialProperties - Randomizer + + #region MaterialProperties - Randomizer - Shading + protected MaterialProperty enableShadingRandomizer { get; set; } + protected MaterialProperty shadingNoise1Size { get; set; } + protected MaterialProperty shadingNoise1Seed { get; set; } + protected MaterialProperty shadingNoise2Seed { get; set; } + protected MaterialProperty noiseIntensity { get; set; } + protected MaterialProperty hardnessRandomMode { get; set; } + protected MaterialProperty hardnessRandomIntensity { get; set; } + protected MaterialProperty spacingRandomMode { get; set; } + protected MaterialProperty spacingRandomIntensity { get; set; } + protected MaterialProperty opacityRandomMode { get; set; } + protected MaterialProperty opacityRandomIntensity { get; set; } + protected MaterialProperty lengthRandomMode { get; set; } + protected MaterialProperty lengthRandomIntensity { get; set; } + protected MaterialProperty thicknessRandomMode { get; set; } + protected MaterialProperty thicknessRandomIntensity { get; set; } + #endregion + + #region MaterialProperties - Randomizer - Cast Shadows + protected MaterialProperty enableCastShadowsRandomizer { get; set; } + protected MaterialProperty castShadowsNoise1Size { get; set; } + protected MaterialProperty castShadowsNoise1Seed { get; set; } + protected MaterialProperty castShadowsNoise2Seed { get; set; } + protected MaterialProperty noiseIntensityCastShadows { get; set; } + protected MaterialProperty hardnessRandomModeCastShadows { get; set; } + protected MaterialProperty hardnessRandomIntensityCastShadows { get; set; } + protected MaterialProperty spacingRandomModeCastShadows { get; set; } + protected MaterialProperty spacingRandomIntensityCastShadows { get; set; } + protected MaterialProperty opacityRandomModeCastShadows { get; set; } + protected MaterialProperty opacityRandomIntensityCastShadows { get; set; } + protected MaterialProperty lengthRandomModeCastShadows { get; set; } + protected MaterialProperty lengthRandomIntensityCastShadows { get; set; } + protected MaterialProperty thicknessRandomModeCastShadows { get; set; } + protected MaterialProperty thicknessRandomIntensityCastShadows { get; set; } + #endregion + + #region MaterialProperties - Randomizer - Specular + protected MaterialProperty enableSpecularRandomizer { get; set; } + protected MaterialProperty noise1SizeSpecular { get; set; } + protected MaterialProperty noise1SeedSpecular { get; set; } + protected MaterialProperty noise2SeedSpecular { get; set; } + protected MaterialProperty noiseIntensitySpecular { get; set; } + protected MaterialProperty hardnessRandomModeSpecular { get; set; } + protected MaterialProperty hardnessRandomIntensitySpecular { get; set; } + protected MaterialProperty spacingRandomModeSpecular { get; set; } + protected MaterialProperty spacingRandomIntensitySpecular { get; set; } + protected MaterialProperty opacityRandomModeSpecular { get; set; } + protected MaterialProperty opacityRandomIntensitySpecular { get; set; } + protected MaterialProperty lengthRandomModeSpecular { get; set; } + protected MaterialProperty lengthRandomIntensitySpecular { get; set; } + protected MaterialProperty thicknessRandomModeSpecular { get; set; } + protected MaterialProperty thicknessRandomIntensitySpecular { get; set; } + #endregion + + #region MaterialProperties - Randomizer - Rim + protected MaterialProperty enableRimRandomizer { get; set; } + protected MaterialProperty rimNoise1Size { get; set; } + protected MaterialProperty rimNoise1Seed { get; set; } + protected MaterialProperty rimNoise2Seed { get; set; } + protected MaterialProperty noiseIntensityRim { get; set; } + protected MaterialProperty hardnessRandomModeRim { get; set; } + protected MaterialProperty hardnessRandomIntensityRim { get; set; } + protected MaterialProperty spacingRandomModeRim { get; set; } + protected MaterialProperty spacingRandomIntensityRim { get; set; } + protected MaterialProperty opacityRandomModeRim { get; set; } + protected MaterialProperty opacityRandomIntensityRim { get; set; } + protected MaterialProperty lengthRandomModeRim { get; set; } + protected MaterialProperty lengthRandomIntensityRim { get; set; } + protected MaterialProperty thicknessRandomModeRim { get; set; } + protected MaterialProperty thicknessRandomIntensityRim { get; set; } + #endregion + + #endregion + + + protected MaterialProperty stylingShadingSyncWithOtherStyling { get; set; } + + protected MaterialProperty syncWithLightPartitioning { get; set; } + protected MaterialProperty numberOfCellsHatching { get; set; } + + protected MaterialProperty stylingShadingColor { get; set; } + //protected MaterialProperty hatchingMap { get; set; } //tmp + protected MaterialProperty stylingShadingDensity { get; set; } + protected MaterialProperty stylingShadingThicknessControl { get; set; } + protected MaterialProperty stylingShadingThickness { get; set; } + protected MaterialProperty hatchingMinThickness { get; set; } + protected MaterialProperty stylingShadingOpacity { get; set; } + protected MaterialProperty stylingShadingOpacityFalloff { get; set; } + protected MaterialProperty stylingShadingThicknessFalloff { get; set; } + protected MaterialProperty stylingShadingHardness { get; set; } + + protected MaterialProperty stylingShadingEnableDashes { get; set; } + protected MaterialProperty stylingShadingDashesSize { get; set; } + protected MaterialProperty stylingShadingDashesDensity { get; set; } + protected MaterialProperty stylingShadingDashesUseHatchingDensity { get; set; } + protected MaterialProperty stylingShadingDashesType { get; set; } + protected MaterialProperty stylingShadingDashesRoundness { get; set; } + protected MaterialProperty stylingShadingDashesOffset { get; set; } + + protected MaterialProperty stylingShadingDashesTransitionPosition { get; set; } + protected MaterialProperty stylingShadingDashesTransitionSoftness { get; set; } + + + + protected MaterialProperty hatchingShadingMode { get; set; } + protected MaterialProperty hatchingDirection { get; set; } + protected MaterialProperty hatchingDirectionSeed { get; set; } + + protected MaterialProperty stylingShadingInitialDirection { get; set; } + protected MaterialProperty stylingShadingRotationBetweenCells { get; set; } + + + protected MaterialProperty hatchingCameraDistanceFade { get; set; } + protected MaterialProperty halftonePatternCameraDistanceFade { get; set; } + + + protected MaterialProperty stylingShadingHalftonesRoundness { get; set; } + protected MaterialProperty stylingShadingHalftonesRoundnessFalloff { get; set; } + protected MaterialProperty stylingShadingHalftonesOffset { get; set; } + + + + protected MaterialProperty stylingCastShadowsSyncWithOtherStyling { get; set; } + protected MaterialProperty stylingCastShadowsNumberOfCellsHatching { get; set; } + protected MaterialProperty stylingCastShadowsSmoothness { get; set; } + protected MaterialProperty stylingCastShadowsColor { get; set; } + protected MaterialProperty stylingCastShadowsDensity { get; set; } + protected MaterialProperty stylingCastShadowsHalftonesOffset { get; set; } + protected MaterialProperty stylingCastShadowsThicknessControl { get; set; } + protected MaterialProperty stylingCastShadowsThickness { get; set; } + //protected MaterialProperty stylingSpecularMinThickness { get; set; } + protected MaterialProperty stylingCastShadowsThicknessFalloff { get; set; } + protected MaterialProperty stylingCastShadowsOpacity { get; set; } + protected MaterialProperty stylingCastShadowsOpacityFalloff { get; set; } + protected MaterialProperty stylingCastShadowsHardness { get; set; } + protected MaterialProperty stylingCastShadowsHalftonesRoundness { get; set; } + protected MaterialProperty stylingCastShadowsHalftonesRoundnessFalloff { get; set; } + protected MaterialProperty stylingCastShadowsInitialDirection { get; set; } + protected MaterialProperty stylingCastShadowsRotationBetweenCells { get; set; } + + + protected MaterialProperty stylingCastShadowsEnableDashes { get; set; } + protected MaterialProperty stylingCastShadowsDashesSize { get; set; } + protected MaterialProperty stylingCastShadowsDashesUseHatchingDensity { get; set; } + protected MaterialProperty stylingCastShadowsDashesDensity { get; set; } + protected MaterialProperty stylingCastShadowsDashesType { get; set; } + protected MaterialProperty stylingCastShadowsDashesRoundness { get; set; } + protected MaterialProperty stylingCastShadowsDashesOffset { get; set; } + + protected MaterialProperty stylingCastShadowsDashesTransitionPosition { get; set; } + protected MaterialProperty stylingCastShadowsDashesTransitionSoftness { get; set; } + + + + + + protected MaterialProperty stylingSpecularSyncWithOtherStyling { get; set; } + + protected MaterialProperty syncWithSpecular { get; set; } + protected MaterialProperty stylingSpecularSize { get; set; } + protected MaterialProperty stylingSpecularSmoothness { get; set; } + protected MaterialProperty stylingSpecularCutOutShading { get; set; } + protected MaterialProperty stylingSpecularUseLightColors { get; set; } + protected MaterialProperty stylingSpecularColorBoost { get; set; } + + protected MaterialProperty stylingSpecularColor { get; set; } + protected MaterialProperty stylingSpecularDensity { get; set; } + protected MaterialProperty stylingSpecularHalftonesOffset { get; set; } + protected MaterialProperty stylingSpecularThicknessControl { get; set; } + protected MaterialProperty stylingSpecularThickness { get; set; } + //protected MaterialProperty stylingSpecularMinThickness { get; set; } + protected MaterialProperty stylingSpecularThicknessFalloff { get; set; } + protected MaterialProperty stylingSpecularOpacity { get; set; } + protected MaterialProperty stylingSpecularOpacityFalloff { get; set; } + protected MaterialProperty stylingSpecularHardness { get; set; } + protected MaterialProperty stylingSpecularHalftonesRoundness { get; set; } + protected MaterialProperty stylingSpecularHalftonesRoundnessFalloff { get; set; } + protected MaterialProperty stylingSpecularRotation { get; set; } + + protected MaterialProperty stylingSpecularEnableDashes { get; set; } + protected MaterialProperty stylingSpecularDashesSize { get; set; } + protected MaterialProperty stylingSpecularDashesUseHatchingDensity { get; set; } + protected MaterialProperty stylingSpecularDashesDensity { get; set; } + protected MaterialProperty stylingSpecularDashesType { get; set; } + protected MaterialProperty stylingSpecularDashesRoundness { get; set; } + protected MaterialProperty stylingSpecularDashesOffset { get; set; } + + protected MaterialProperty stylingSpecularDashesTransitionPosition { get; set; } + protected MaterialProperty stylingSpecularDashesTransitionSoftness { get; set; } + + + protected MaterialProperty stylingRimSyncWithOtherStyling { get; set; } + + protected MaterialProperty syncWithRim { get; set; } + protected MaterialProperty stylingRimSize { get; set; } + protected MaterialProperty stylingRimSmoothness { get; set; } + protected MaterialProperty stylingRimAffectedArea { get; set; } + + protected MaterialProperty stylingRimColor { get; set; } + protected MaterialProperty stylingRimDensity { get; set; } + protected MaterialProperty stylingRimHalftonesOffset { get; set; } + protected MaterialProperty stylingRimThicknessControl { get; set; } + protected MaterialProperty stylingRimThickness { get; set; } + // protected MaterialProperty stylingRimMinThickness { get; set; } + protected MaterialProperty stylingRimThicknessFalloff { get; set; } + protected MaterialProperty stylingRimOpacity { get; set; } + protected MaterialProperty stylingRimOpacityFalloff { get; set; } + protected MaterialProperty stylingRimHardness { get; set; } + protected MaterialProperty stylingRimHalftonesRoundness { get; set; } + protected MaterialProperty stylingRimHalftonesRoundnessFalloff { get; set; } + protected MaterialProperty stylingRimRotation { get; set; } + + protected MaterialProperty stylingRimEnableDashes { get; set; } + protected MaterialProperty stylingRimDashesSize { get; set; } + protected MaterialProperty stylingRimDashesUseHatchingDensity { get; set; } + protected MaterialProperty stylingRimDashesDensity { get; set; } + protected MaterialProperty stylingRimDashesType { get; set; } + protected MaterialProperty stylingRimDashesRoundness { get; set; } + protected MaterialProperty stylingRimDashesOffset { get; set; } + + protected MaterialProperty stylingRimDashesTransitionPosition { get; set; } + protected MaterialProperty stylingRimDashesTransitionSoftness { get; set; } + + + protected MaterialProperty enableOutline { get; set; } + protected MaterialProperty outlineColor { get; set; } + protected MaterialProperty outlineWidth { get; set; } + protected MaterialProperty outlineSoftness { get; set; } + protected MaterialProperty outlineMode { get; set; } + + + protected MaterialProperty outlineDepthOffset { get; set; } + protected MaterialProperty outlineConstantScreenWidth { get; set; } + + + + protected MaterialProperty curvedWorldBendSettings { get; set; } + + //protected MaterialProperty outlineCameraDistanceImpact { get; set; } + + SavedString originalShaderName; + + SavedBool m_PerformanceAreaFoldout; + SavedBool m_SurfaceInputsAndOptionsAreaFoldout; + + SavedBool m_SurfaceOptionsFoldout; + SavedBool m_SurfaceInputsFoldout; + + SavedBool m_GeneralShadingLightPartitioningFoldout; + SavedBool m_GeneralShadingLightingFoldout; + SavedBool m_GeneralShadingShadowFoldout; + SavedBool m_GeneralShadingCastShadowsFoldout; + SavedBool m_GeneralShadingSpecularFoldout; + SavedBool m_GeneralShadingRimFoldout; + SavedBool m_GeneralShadingAdvancedFoldout; + + SavedBool m_ToonShadingAreaFoldout; + SavedBool m_StylingAreaFoldout; + SavedBool m_OutlineAreaFoldout; + + SavedBool m_GeneralStylingDistanceFadeFoldout; + + + SavedBool m_StylingShadingFoldout; + SavedBool m_ShadingStylingBlendingFoldout; + SavedBool m_ShadingStylingPartitioningFoldout; + SavedBool m_ShadingStylingDrawSpaceFoldout; + SavedBool m_ShadingStylingRotationFoldout; + SavedBool m_ShadingStylingStylingFoldout; + SavedBool m_ShadingStylingStylingDashesFoldout; + SavedBool m_ShadingStylingRandomizeFoldout; + + SavedBool m_StylingCastShadowsFoldout; + SavedBool m_StylingCastShadowsSettingsFoldout; + SavedBool m_CastShadowsStylingBlendingFoldout; + SavedBool m_CastShadowsStylingPartitioningFoldout; + SavedBool m_CastShadowsStylingDrawSpaceFoldout; + SavedBool m_CastShadowsStylingRotationFoldout; + SavedBool m_CastShadowsStylingStylingFoldout; + SavedBool m_CastShadowsStylingRandomizeFoldout; + + SavedBool m_StylingSpecularFoldout; + SavedBool m_StylingSpecularSettingsFoldout; + SavedBool m_SpecularStylingBlendingFoldout; + SavedBool m_SpecularStylingPartitioningFoldout; + SavedBool m_SpecularStylingDrawSpaceFoldout; + SavedBool m_SpecularStylingRotationFoldout; + SavedBool m_SpecularStylingStylingFoldout; + SavedBool m_SpecularStylingRandomizeFoldout; + + SavedBool m_StylingRimFoldout; + SavedBool m_StylingRimSettingsFoldout; + SavedBool m_RimStylingBlendingFoldout; + SavedBool m_RimStylingPartitioningFoldout; + SavedBool m_RimStylingDrawSpaceFoldout; + SavedBool m_RimStylingRotationFoldout; + SavedBool m_RimStylingStylingFoldout; + SavedBool m_RimStylingRandomizeFoldout; + + + + AnimBool presetsAnimBool; + AnimBool performanceAnimBool; + AnimBool surfaceOptionsAndInputsAnimBool; + AnimBool generalShadingAnimBool; + AnimBool toonShadingAnimBool; + + + + AnimBool stylingAnimBool; + AnimBool enableStylingAnimBool; + + AnimBool animationAnimBool; + + AnimBool outlineAnimBool; + AnimBool enableOutlineAnimBool; + + + + float oriLabelWidth = EditorGUIUtility.labelWidth; + + + //AnimBool enableCastShadowsAnimBool; + //AnimBool enableShadingStylingAnimBool; + //AnimBool enableSpecularAnimBool; + //AnimBool enableRimAnimBool; + //AnimBool enableOutlineAnimBool; + + + Color lightGreyForLines = new Color(0.35f, 0.35f, 0.35f, 1); + + + + TheToonShaderGenerator toonShaderGenerator = new TheToonShaderGenerator(); + + + public virtual void FindProperties2D(MaterialProperty[] properties, Material material) + { + if (material.HasProperty("_IsOptimized")) + { + isOptimized = FindProperty("_IsOptimized", properties); + } + + useMainTex = FindProperty("_UseMainTex", properties, false); + + convertNormalToAlbedo = FindProperty("_ConvertNormalToAlbedo", properties, false); + normalToAlbedoConversionVector = FindProperty("_NormalToAlbedoConversionVector", properties, false); + + + //#if USING_URP + // surfaceTypeProp = FindProperty("_Surface", properties); + // blendModeProp = FindProperty("_Blend", properties); + // cullingProp = FindProperty("_Cull", properties); + // alphaClipProp = FindProperty("_AlphaClip", properties); + // alphaCutoffProp = FindProperty("_Cutoff", properties); + // receiveShadowsProp = FindProperty("_ReceiveShadows", properties, false); + baseMapProp = FindProperty("_MainTex", properties, false); + //baseColorProp = FindProperty("_Color", properties, false); + baseColorProp = FindProperty("_BaseColor", properties, false); + + // useAlphaOnlyFromBaseMap = FindProperty("_UseAlphaOnlyFromBaseMap", properties, false); + + enableEmission = FindProperty("_EnableEmission", properties, false); + if (material.HasProperty("_EmissionMap")) + { + emissionMapProp = FindProperty("_EmissionMap", properties, false); + } + emissionColorProp = FindProperty("_EmissionColor", properties, false); + // //queueOffsetProp = FindProperty("_QueueOffset", properties, false); + + enableNormalMap = FindProperty("_EnableNormalMap", properties, propertyIsMandatory: false); + if (material.HasProperty("_NormalMap")) + { + bumpMapProp = FindProperty("_NormalMap", properties, propertyIsMandatory: false); + } + bumpScaleProp = FindProperty("_NormalMapScale", properties, propertyIsMandatory: false); + // occlusionStrength = FindProperty("_OcclusionStrength", properties, propertyIsMandatory: false); + // occlusionMap = FindProperty("_OcclusionMap", properties, propertyIsMandatory: false); + + // //URP 2020 SimpleLIT: + // //https://github.com/Unity-Technologies/Graphics/blob/v10.10.2/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/SimpleLitGUI.cs + // //specColor = FindProperty("_SpecColor", properties); + // //specGlossMap = FindProperty("_SpecGlossMap", properties, false); + // //specHighlights = FindProperty("_SpecularHighlights", properties, false); + // //smoothnessMapChannel = FindProperty("_SmoothnessSource", properties, false); + // //smoothness = FindProperty("_Smoothness", properties, false); + + + // shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties); + //#endif + + shadingMode = FindProperty("_ShadingMode", properties); + //lightFunction = FindProperty("_LightFunction", properties); + + #region FindProperties - Toon Shading + + enableToonShading = FindProperty("_EnableToonShading", properties); + + //fakeLightPosition = FindProperty("_FakeLightPosition", properties); + + + shadingFunction = FindProperty("_ShadingFunction", properties); + + + enableMainTexPosterization = FindProperty("_EnableMainTexPosterization", properties); + cellMethod = FindProperty("_CellMethod", properties); + roundingMethod = FindProperty("_RoundingMethod", properties); + useCoreShadowColor = FindProperty("_UseCoreShadowColor", properties); + enableLightPartitioning = FindProperty("_EnableLightPartitioning", properties); + //gradientMode = FindProperty("_GradientMode", properties); + + gradientBlending = FindProperty("_GradientBlending", properties); + gradientBlendFactor = FindProperty("_GradientBlendFactor", properties); + + gradientTex = FindProperty("_GradientTex", properties); + + numberOfCells = FindProperty("_NumberOfCells", properties); + cellTransitionSmoothness = FindProperty("_CellTransitionSmoothness", properties); + //sumLightsBeforePosterization = FindProperty("_SumLightsBeforePosterization", properties); + shadingUseLightColors = FindProperty("_ShadingUseLightColors", properties); + + enableShadows = FindProperty("_EnableShadows", properties); + //shadowMode = FindProperty("_ShadowMode", properties); + coreShadowColor = FindProperty("_CoreShadowColor", properties); + //terminatorWidth = FindProperty("_TerminatorWidth", properties); + //terminatorSmoothness = FindProperty("_TerminatorSmoothness", properties); + //formShadowColor = FindProperty("_FormShadowColor", properties); + //shadingAffectByNormalMap = FindProperty("_ShadingAffectedByNormalMap", properties); + //enableCastShadows = FindProperty("_EnableCastShadows", properties); + //castShadowsStrength = FindProperty("_CastShadowsStrength", properties); + //castShadowsSmoothness = FindProperty("_CastShadowsSmoothness", properties); + ////customizeCastShadowsColor = FindProperty("_CustomizeCastShadowsColor", properties); + //castShadowColorMode = FindProperty("_CastShadowColorMode", properties); + //castShadowColor = FindProperty("_CastShadowColor", properties); + + enableSpecular = FindProperty("_EnableSpecular", properties); + specularColor = FindProperty("_SpecularColor", properties); + specularSize = FindProperty("_SpecularSize", properties); + specularSmoothness = FindProperty("_SpecularSmoothness", properties); + specularOpacity = FindProperty("_SpecularOpacity", properties); + specularAffectedByNormalMap = FindProperty("_SpecularAffectedByNormalMap", properties); + specularUseLightColors = FindProperty("_SpecularUseLightColors", properties); + + enableRim = FindProperty("_EnableRim", properties); + rimColor = FindProperty("_RimColor", properties); + rimSize = FindProperty("_RimSize", properties); + rimSmoothness = FindProperty("_RimSmoothness", properties); + rimOpacity = FindProperty("_RimOpacity", properties); + rimAffectedArea = FindProperty("_RimAffectedArea", properties); + rimAffectedByNormalMap = FindProperty("_RimAffectedByNormalMap", properties); + + specularBlending = FindProperty("_SpecularBlending", properties); + rimBlending = FindProperty("_RimBlending", properties); + + #endregion + + ////////////////////////////////////////////////////////////////////////////// + // STYLING GENERAL // + ////////////////////////////////////////////////////////////////////////////// + //#region FindProperties - Styling - Distance Fade + //enableStylingDistanceFade = FindProperty("_EnableStylingDistanceFade", properties); + //stylingDFStartingDistance = FindProperty("_StylingDFStartingDistance", properties); + //stylingDFFalloff = FindProperty("_StylingDFFalloff", properties); + //stylingAdjustDistanceFadeValue = FindProperty("_StylingAdjustDistanceFadeValue", properties); + //stylingDistanceFadeValue = FindProperty("_StylingDistanceFadeValue", properties); + //#endregion + + enableStyling = FindProperty("_EnableStyling", properties); + + enableAntiAliasing = FindProperty("_EnableAntiAliasing", properties); + + + + #region FindProperties - Styling - Shading + //////////////////////////////////////////////////////////////////////////////////////////////////// + // SHADING STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + enableShadingStyling = FindProperty("_EnableShadingStyling", properties); + stylingShadingSyncWithOtherStyling = FindProperty("_StylingShadingSyncWithOtherStyling", properties); + + + shadingStyle = FindProperty("_ShadingStyle", properties); + + //PARTITIONING - SHADING STYLING: + syncWithLightPartitioning = FindProperty("_SyncWithLightPartitioning", properties); + numberOfCellsHatching = FindProperty("_NumberOfCellsHatching", properties); + stylingOvermodelingFactor = FindProperty("_StylingOvermodelingFactor", properties); + + //BLENDING - SHADING STYLING: + stylingShadingBlending = FindProperty("_StylingShadingBlending", properties); + stylingShadingIsInverted = FindProperty("_StylingShadingIsInverted", properties); + + //DRAW SPACE - SHADING STYLING: + drawSpace = FindProperty("_DrawSpace", properties); + coordinateSystem = FindProperty("_CoordinateSystem", properties); + polarCenterMode = FindProperty("_PolarCenterMode", properties); + polarCenter = FindProperty("_PolarCenter", properties); + sSCameraDistanceScaled = FindProperty("_SSCameraDistanceScaled", properties); + anchorSSToObjectsOrigin = FindProperty("_AnchorSSToObjectsOrigin", properties); + + //DENSITY AND DIRECTION - SHADING STYLING: + stylingShadingDensity = FindProperty("_StylingShadingDensity", properties); + stylingShadingInitialDirection = FindProperty("_StylingShadingInitialDirection", properties); + stylingShadingRotationBetweenCells = FindProperty("_StylingShadingRotationBetweenCells", properties); + stylingShadingHalftonesOffset = FindProperty("_StylingShadingHalftonesOffset", properties); + + //STYLE SETTINGS - SHADING STYLING: + stylingShadingColor = FindProperty("_StylingColor", properties); + stylingShadingOpacity = FindProperty("_StylingShadingOpacity", properties); + stylingShadingOpacityFalloff = FindProperty("_StylingShadingOpacityFalloff", properties); + stylingShadingThicknessControl = FindProperty("_StylingShadingThicknessControl", properties); + stylingShadingThickness = FindProperty("_StylingShadingThickness", properties); + stylingShadingThicknessFalloff = FindProperty("_StylingShadingThicknessFalloff", properties); + stylingShadingHardness = FindProperty("_StylingShadingHardness", properties); + stylingShadingHalftonesRoundness = FindProperty("_StylingShadingHalftonesRoundness", properties); + stylingShadingHalftonesRoundnessFalloff = FindProperty("_StylingShadingHalftonesRoundnessFalloff", properties); + + //RANDOMIZER - SHADING STYLING: + enableShadingRandomizer = FindProperty("_EnableShadingRandomizer", properties); + shadingNoise1Size = FindProperty("_ShadingNoise1Size", properties); + shadingNoise1Seed = FindProperty("_ShadingNoise1Seed", properties); + shadingNoise2Seed = FindProperty("_ShadingNoise2Seed", properties); + noiseIntensity = FindProperty("_NoiseIntensity", properties); + spacingRandomMode = FindProperty("_SpacingRandomMode", properties); + spacingRandomIntensity = FindProperty("_SpacingRandomIntensity", properties); + opacityRandomMode = FindProperty("_OpacityRandomMode", properties); + opacityRandomIntensity = FindProperty("_OpacityRandomIntensity", properties); + hardnessRandomMode = FindProperty("_HardnessRandomMode", properties); + hardnessRandomIntensity = FindProperty("_HardnessRandomIntensity", properties); + lengthRandomMode = FindProperty("_LengthRandomMode", properties); + lengthRandomIntensity = FindProperty("_LengthRandomIntensity", properties); + thicknessRandomMode = FindProperty("_ThicknessRandomMode", properties); + thicknessRandomIntensity = FindProperty("_ThicknesshRandomIntensity", properties); + #endregion + + #region FindProperties - Styling - Cast Shadows + ////////////////////////////////////////////////////////////////////////////////////////////////////// + //// CAST SHADOWS STYLING: // + ////////////////////////////////////////////////////////////////////////////////////////////////////// + + //enableCastShadowsStyling = FindProperty("_EnableCastShadowsStyling", properties); + //stylingCastShadowsSyncWithOtherStyling = FindProperty("_EnableCastShadowsStyling", properties); + + //castShadowsStyle = FindProperty("_CastShadowsStyle", properties); + + ////STYLE - CAST SHADOWS STYLING: + //stylingCastShadowsSyncWithOtherStyling = FindProperty("_StylingCastShadowsSyncWithOtherStyling", properties); + + ////PARTITIONING - CAST SHADOWS STYLING: + //stylingCastShadowsNumberOfCellsHatching = FindProperty("_CastShadowsNumberOfCellsHatching", properties); + //stylingCastShadowsSmoothness = FindProperty("_StylingCastShadowsSmoothness", properties); + + ////BLENDING - CAST SHADOWS STYLING: + //stylingCastShadowsBlending = FindProperty("_StylingCastShadowsBlending", properties); + //stylingCastShadowsIsInverted = FindProperty("_StylingCastShadowsIsInverted", properties); + + ////DRAW SPACE - CAST SHADOWS STYLING: + //castShadowsDrawSpace = FindProperty("_CastShadowsDrawSpace", properties); + //castShadowsSSCameraDistanceScaled = FindProperty("_CastShadowsSSCameraDistanceScaled", properties); + //castShadowsAnchorSSToObjectsOrigin = FindProperty("_CastShadowsAnchorSSToObjectsOrigin", properties); + //castShadowsCoordinateSystem = FindProperty("_CastShadowsCoordinateSystem", properties); + //castShadowsPolarCenterMode = FindProperty("_CastShadowsPolarCenterMode", properties); + //castShadowsPolarCenter = FindProperty("_CastShadowsPolarCenter", properties); + + ////DENSITY AND DIRECTION - CAST SHADOWS STYLING: + //stylingCastShadowsDensity = FindProperty("_StylingCastShadowsDensity", properties); + //stylingCastShadowsInitialDirection = FindProperty("_StylingCastShadowsInitialDirection", properties); + //stylingCastShadowsRotationBetweenCells = FindProperty("_StylingCastShadowsRotationBetweenCells", properties); + //stylingCastShadowsHalftonesOffset = FindProperty("_StylingCastShadowsHalftonesOffset", properties); + + ////STYLE SETTINGS - CAST SHADOWS STYLING: + //stylingCastShadowsColor = FindProperty("_StylingCastShadowsColor", properties); + //stylingCastShadowsOpacity = FindProperty("_StylingCastShadowsOpacity", properties); + //stylingCastShadowsOpacityFalloff = FindProperty("_StylingCastShadowsOpacityFalloff", properties); + //stylingCastShadowsThicknessControl = FindProperty("_StylingCastShadowsThicknessControl", properties); + //stylingCastShadowsThickness = FindProperty("_StylingCastShadowsThickness", properties); + //stylingCastShadowsThicknessFalloff = FindProperty("_StylingCastShadowsThicknessFalloff", properties); + //stylingCastShadowsHardness = FindProperty("_StylingCastShadowsHardness", properties); + //stylingCastShadowsHalftonesRoundness = FindProperty("_StylingCastShadowsHalftonesRoundness", properties); + //stylingCastShadowsHalftonesRoundnessFalloff = FindProperty("_StylingCastShadowsHalftonesRoundnessFalloff", properties); + + ////RANDOMIZER - CAST SHADOWS STYLING: + //enableCastShadowsRandomizer = FindProperty("_EnableCastShadowsRandomizer", properties); + //castShadowsNoise1Size = FindProperty("_CastShadowsNoise1Size", properties); + //castShadowsNoise1Seed = FindProperty("_CastShadowsNoise1Seed", properties); + //castShadowsNoise2Seed = FindProperty("_CastShadowsNoise2Seed", properties); + //noiseIntensityCastShadows = FindProperty("_CastShadowsNoiseIntensity", properties); + //spacingRandomModeCastShadows = FindProperty("_CastShadowsSpacingRandomMode", properties); + //spacingRandomIntensityCastShadows = FindProperty("_CastShadowsSpacingRandomIntensity", properties); + //opacityRandomModeCastShadows = FindProperty("_CastShadowsOpacityRandomMode", properties); + //opacityRandomIntensityCastShadows = FindProperty("_CastShadowsOpacityRandomIntensity", properties); + //hardnessRandomModeCastShadows = FindProperty("_CastShadowsHardnessRandomMode", properties); + //hardnessRandomIntensityCastShadows = FindProperty("_CastShadowsHardnessRandomIntensity", properties); + //lengthRandomModeCastShadows = FindProperty("_CastShadowsLengthRandomMode", properties); + //lengthRandomIntensityCastShadows = FindProperty("_CastShadowsLengthRandomIntensity", properties); + //thicknessRandomModeCastShadows = FindProperty("_CastShadowsThicknessRandomMode", properties); + //thicknessRandomIntensityCastShadows = FindProperty("_CastShadowsThicknesshRandomIntensity", properties); + #endregion + + #region FindProperties - Styling - Specular + //////////////////////////////////////////////////////////////////////////////////////////////////// + // SPECULAR STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + + enableSpecularStyling = FindProperty("_EnableSpecularStyling", properties); + stylingSpecularSyncWithOtherStyling = FindProperty("_StylingSpecularSyncWithOtherStyling", properties); + + //SPECULAR SETTINGS - SPECULAR STYLING: + syncWithSpecular = FindProperty("_SyncWithSpecular", properties); + stylingSpecularSize = FindProperty("_StylingSpecularSize", properties); + stylingSpecularSmoothness = FindProperty("_StylingSpecularSmoothness", properties); + stylingSpecularCutOutShading = FindProperty("_StylingSpecularCutOutShading", properties); + stylingSpecularUseLightColors = FindProperty("_StylingSpecularUseLightColors", properties); + + stylingSpecularColorBoost = FindProperty("_StylingSpecularColorBoost", properties); + + //STYLE - SPECULAR STYLING: + specularStyle = FindProperty("_SpecularStyle", properties); + + //BLENDING - SPECULAR STYLING: + stylingSpecularBlending = FindProperty("_StylingSpecularBlending", properties); + stylingSpecularIsInverted = FindProperty("_StylingSpecularIsInverted", properties); + + //DRAW SPACE - SPECULAR STYLING: + specularDrawSpace = FindProperty("_SpecularDrawSpace", properties); + specularCoordinateSystem = FindProperty("_SpecularCoordinateSystem", properties); + specularPolarCenterMode = FindProperty("_SpecularPolarCenterMode", properties); + specularPolarCenter = FindProperty("_SpecularPolarCenter", properties); + specularSSCameraDistanceScaled = FindProperty("_SpecularSSCameraDistanceScaled", properties); + specularAnchorSSToObjectsOrigin = FindProperty("_SpecularAnchorSSToObjectsOrigin", properties); + + //DENSITY AND DIRECTION - SPECULAR STYLING: + stylingSpecularDensity = FindProperty("_StylingSpecularDensity", properties); + stylingSpecularRotation = FindProperty("_StylingSpecularRotation", properties); + stylingSpecularHalftonesOffset = FindProperty("_StylingSpecularHalftonesOffset", properties); + + //STYLE SETTINGS - SPECULAR STYLING: + stylingSpecularColor = FindProperty("_StylingSpecularColor", properties); + stylingSpecularOpacity = FindProperty("_StylingSpecularOpacity", properties); + stylingSpecularOpacityFalloff = FindProperty("_StylingSpecularOpacityFalloff", properties); + stylingSpecularThicknessControl = FindProperty("_StylingSpecularThicknessControl", properties); + stylingSpecularThickness = FindProperty("_StylingSpecularThickness", properties); + stylingSpecularThicknessFalloff = FindProperty("_StylingSpecularThicknessFalloff", properties); + stylingSpecularHardness = FindProperty("_StylingSpecularHardness", properties); + stylingSpecularHalftonesRoundness = FindProperty("_StylingSpecularHalftonesRoundness", properties); + stylingSpecularHalftonesRoundnessFalloff = FindProperty("_StylingSpecularHalftonesRoundnessFalloff", properties); + + //RANDOMIZER - SPECULAR STYLING: + enableSpecularRandomizer = FindProperty("_EnableSpecularRandomizer", properties); + noise1SizeSpecular = FindProperty("_SpecularNoise1Size", properties); + noise1SeedSpecular = FindProperty("_SpecularNoise1Seed", properties); + noise2SeedSpecular = FindProperty("_SpecularNoise2Seed", properties); + noiseIntensitySpecular = FindProperty("_SpecularNoiseIntensity", properties); + spacingRandomModeSpecular = FindProperty("_SpecularSpacingRandomMode", properties); + spacingRandomIntensitySpecular = FindProperty("_SpecularSpacingRandomIntensity", properties); + opacityRandomModeSpecular = FindProperty("_SpecularOpacityRandomMode", properties); + opacityRandomIntensitySpecular = FindProperty("_SpecularOpacityRandomIntensity", properties); + hardnessRandomModeSpecular = FindProperty("_SpecularHardnessRandomMode", properties); + hardnessRandomIntensitySpecular = FindProperty("_SpecularHardnessRandomIntensity", properties); + lengthRandomModeSpecular = FindProperty("_SpecularLengthRandomMode", properties); + lengthRandomIntensitySpecular = FindProperty("_SpecularLengthRandomIntensity", properties); + thicknessRandomModeSpecular = FindProperty("_SpecularThicknessRandomMode", properties); + thicknessRandomIntensitySpecular = FindProperty("_SpecularThicknesshRandomIntensity", properties); + #endregion + + #region FindProperties - Styling - Rim + //////////////////////////////////////////////////////////////////////////////////////////////////// + // RIM STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + + enableRimStyling = FindProperty("_EnableRimStyling", properties); + stylingRimSyncWithOtherStyling = FindProperty("_StylingRimSyncWithOtherStyling", properties); + + //RIM SETTINGS - RIM STYLING: + syncWithRim = FindProperty("_SyncWithRim", properties); + stylingRimSize = FindProperty("_StylingRimSize", properties); + stylingRimSmoothness = FindProperty("_StylingRimSmoothness", properties); + stylingRimAffectedArea = FindProperty("_StylingRimAffectedArea", properties); + + //STYLE - RIM STYLING: + rimStyle = FindProperty("_RimStyle", properties); + + //BLENDING - RIM STYLING: + stylingRimBlending = FindProperty("_StylingRimBlending", properties); + stylingRimIsInverted = FindProperty("_StylingRimIsInverted", properties); + + //DRAW SPACE - RIM STYLING: + rimDrawSpace = FindProperty("_RimDrawSpace", properties); + rimCoordinateSystem = FindProperty("_RimCoordinateSystem", properties); + rimPolarCenterMode = FindProperty("_RimPolarCenterMode", properties); + rimPolarCenter = FindProperty("_RimPolarCenter", properties); + rimSSCameraDistanceScaled = FindProperty("_RimSSCameraDistanceScaled", properties); + rimAnchorSSToObjectsOrigin = FindProperty("_RimAnchorSSToObjectsOrigin", properties); + + //DENSITY AND DIRECTION - RIM STYLING: + stylingRimDensity = FindProperty("_StylingRimDensity", properties); + stylingRimRotation = FindProperty("_StylingRimRotation", properties); + stylingRimHalftonesOffset = FindProperty("_StylingRimHalftonesOffset", properties); + + //STYLING SETTINGS - RIM STYLING: + stylingRimColor = FindProperty("_StylingRimColor", properties); + stylingRimThicknessControl = FindProperty("_StylingRimThicknessControl", properties); + stylingRimThickness = FindProperty("_StylingRimThickness", properties); + stylingRimThicknessFalloff = FindProperty("_StylingRimThicknessFalloff", properties); + stylingRimOpacity = FindProperty("_StylingRimOpacity", properties); + stylingRimOpacityFalloff = FindProperty("_StylingRimOpacityFalloff", properties); + stylingRimHardness = FindProperty("_StylingRimHardness", properties); + stylingRimHalftonesRoundness = FindProperty("_StylingRimHalftonesRoundness", properties); + stylingRimHalftonesRoundnessFalloff = FindProperty("_StylingRimHalftonesRoundnessFalloff", properties); + + //RANDOMIZER - RIM STYLING: + enableRimRandomizer = FindProperty("_EnableRimRandomizer", properties); + rimNoise1Size = FindProperty("_RimNoise1Size", properties); + rimNoise1Seed = FindProperty("_RimNoise1Seed", properties); + rimNoise2Seed = FindProperty("_RimNoise2Seed", properties); + noiseIntensityRim = FindProperty("_RimNoiseIntensity", properties); + spacingRandomModeRim = FindProperty("_RimSpacingRandomMode", properties); + spacingRandomIntensityRim = FindProperty("_RimSpacingRandomIntensity", properties); + opacityRandomModeRim = FindProperty("_RimOpacityRandomMode", properties); + opacityRandomIntensityRim = FindProperty("_RimOpacityRandomIntensity", properties); + hardnessRandomModeRim = FindProperty("_RimHardnessRandomMode", properties); + hardnessRandomIntensityRim = FindProperty("_RimHardnessRandomIntensity", properties); + lengthRandomModeRim = FindProperty("_RimLengthRandomMode", properties); + lengthRandomIntensityRim = FindProperty("_RimLengthRandomIntensity", properties); + thicknessRandomModeRim = FindProperty("_RimThicknessRandomMode", properties); + thicknessRandomIntensityRim = FindProperty("_RimThicknesshRandomIntensity", properties); + #endregion + + + hatchingAffectedByNormalMap = FindProperty("_HatchingAffectedByNormalMap", properties); + + noiseMap1 = FindProperty("_NoiseMap1", properties); + noiseMap2 = FindProperty("_NoiseMap2", properties); + + + maxLightCount = FindProperty("_MaxLightCount", properties); + noiseTextureQuality = FindProperty("_NoiseTextureQuality", properties); + + //hatchingCameraDistanceFade = FindProperty("_HatchingCameraDistanceFade", properties); + //halftonePatternCameraDistanceFade = FindProperty("_HalftonePatternCameraDistanceFade", properties); + + enableOutline = FindProperty("_EnableOutline", properties); + outlineColor = FindProperty("_OutlineColor", properties); + outlineWidth = FindProperty("_OutlineWidth", properties); + outlineSoftness = FindProperty("_OutlineSoftness", properties); + outlineMode = FindProperty("_OutlineMode", properties); + //outlineDepthOffset = FindProperty("_OutlineDepthOffset", properties); + //outlineCameraDistanceImpact = FindProperty("_OutlineCameraDistanceImpact", properties); + } + + + + + public virtual void FindProperties(MaterialProperty[] properties, Material material) + { + if(material.HasProperty("_IsOptimized")) + { + isOptimized = FindProperty("_IsOptimized", properties); + } + + +#if USING_URP + surfaceTypeProp = FindProperty("_Surface", properties); + blendModeProp = FindProperty("_Blend", properties); + cullingProp = FindProperty("_Cull", properties); + alphaClipProp = FindProperty("_AlphaClip", properties); + alphaCutoffProp = FindProperty("_Cutoff", properties); + receiveShadowsProp = FindProperty("_ReceiveShadows", properties, false); + baseMapProp = FindProperty("_BaseMap", properties, false); + baseColorProp = FindProperty("_BaseColor", properties, false); + + useAlphaOnlyFromBaseMap = FindProperty("_UseAlphaOnlyFromBaseMap", properties, false); + + emissionMapProp = FindProperty("_EmissionMap", properties, false); + emissionColorProp = FindProperty("_EmissionColor", properties, false); + //queueOffsetProp = FindProperty("_QueueOffset", properties, false); + + bumpMapProp = FindProperty("_BumpMap", properties, propertyIsMandatory: false); + bumpScaleProp = FindProperty("_BumpScale", properties, propertyIsMandatory: false); + occlusionStrength = FindProperty("_OcclusionStrength", properties, propertyIsMandatory: false); + occlusionMap = FindProperty("_OcclusionMap", properties, propertyIsMandatory: false); + + //URP 2020 SimpleLIT: + //https://github.com/Unity-Technologies/Graphics/blob/v10.10.2/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/SimpleLitGUI.cs + //specColor = FindProperty("_SpecColor", properties); + //specGlossMap = FindProperty("_SpecGlossMap", properties, false); + //specHighlights = FindProperty("_SpecularHighlights", properties, false); + //smoothnessMapChannel = FindProperty("_SmoothnessSource", properties, false); + //smoothness = FindProperty("_Smoothness", properties, false); + + + shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties); +#endif + + shadingMode = FindProperty("_ShadingMode", properties); + lightFunction = FindProperty("_LightFunction", properties); + lightSource = FindProperty("_LightSource", properties); + + #region FindProperties - Toon Shading + + enableToonShading = FindProperty("_EnableToonShading", properties); + + shadingFunction = FindProperty("_ShadingFunction", properties); + gradientMode = FindProperty("_GradientMode", properties); + + gradientBlending = FindProperty("_GradientBlending", properties); + gradientBlendFactor = FindProperty("_GradientBlendFactor", properties); + + gradientTex = FindProperty("_GradientTex", properties); + + numberOfCells = FindProperty("_NumberOfCells", properties); + cellTransitionSmoothness = FindProperty("_CellTransitionSmoothness", properties); + //roundingMethod = FindProperty("_RoundingMethod", properties); + + + sumLightsBeforePosterization = FindProperty("_SumLightsBeforePosterization", properties); + shadingUseLightColors = FindProperty("_ShadingUseLightColors", properties); + + enableShadows = FindProperty("_EnableShadows", properties); + //shadowMode = FindProperty("_ShadowMode", properties); + coreShadowColor = FindProperty("_CoreShadowColor", properties); + terminatorPosition = FindProperty("_TerminatorPosition", properties); + terminatorWidth = FindProperty("_TerminatorWidth", properties); + terminatorSmoothness = FindProperty("_TerminatorSmoothness", properties); + formShadowColor = FindProperty("_FormShadowColor", properties); + shadingAffectByNormalMap = FindProperty("_ShadingAffectedByNormalMap", properties); + enableCastShadows = FindProperty("_EnableCastShadows", properties); + castShadowsStrength = FindProperty("_CastShadowsStrength", properties); + castShadowsSmoothness = FindProperty("_CastShadowsSmoothness", properties); + //customizeCastShadowsColor = FindProperty("_CustomizeCastShadowsColor", properties); + castShadowColorMode = FindProperty("_CastShadowColorMode", properties); + castShadowColor = FindProperty("_CastShadowColor", properties); + + enableSpecular = FindProperty("_EnableSpecular", properties); + specularColor = FindProperty("_SpecularColor", properties); + specularSize = FindProperty("_SpecularSize", properties); + specularSmoothness = FindProperty("_SpecularSmoothness", properties); + specularOpacity = FindProperty("_SpecularOpacity", properties); + specularAffectedByNormalMap = FindProperty("_SpecularAffectedByNormalMap", properties); + specularUseLightColors = FindProperty("_SpecularUseLightColors", properties); + + enableRim = FindProperty("_EnableRim", properties); + rimColor = FindProperty("_RimColor", properties); + rimSize = FindProperty("_RimSize", properties); + rimSmoothness = FindProperty("_RimSmoothness", properties); + rimOpacity = FindProperty("_RimOpacity", properties); + rimAffectedArea = FindProperty("_RimAffectedArea", properties); + rimAffectedByNormalMap = FindProperty("_RimAffectedByNormalMap", properties); + + specularBlending = FindProperty("_SpecularBlending", properties); + rimBlending = FindProperty("_RimBlending", properties); + + #endregion + + ////////////////////////////////////////////////////////////////////////////// + // STYLING GENERAL // + ////////////////////////////////////////////////////////////////////////////// +#region FindProperties - Styling - Distance Fade + enableStylingDistanceFade = FindProperty("_EnableStylingDistanceFade", properties); + stylingDFStartingDistance = FindProperty("_StylingDFStartingDistance", properties); + stylingDFFalloff = FindProperty("_StylingDFFalloff", properties); + stylingAdjustDistanceFadeValue = FindProperty("_StylingAdjustDistanceFadeValue", properties); + stylingDistanceFadeValue = FindProperty("_StylingDistanceFadeValue", properties); +#endregion + + enableStyling = FindProperty("_EnableStyling", properties); + + enableAntiAliasing = FindProperty("_EnableAntiAliasing", properties); + + //lightSourceStyling = FindProperty("_LightSourceStyling", properties); + + + #region FindProperties - Styling - Shading + //////////////////////////////////////////////////////////////////////////////////////////////////// + // SHADING STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + enableShadingStyling = FindProperty("_EnableShadingStyling", properties); + stylingShadingSyncWithOtherStyling = FindProperty("_StylingShadingSyncWithOtherStyling", properties); + + + shadingStyle = FindProperty("_ShadingStyle", properties); + + //PARTITIONING - SHADING STYLING: + syncWithLightPartitioning = FindProperty("_SyncWithLightPartitioning", properties); + numberOfCellsHatching = FindProperty("_NumberOfCellsHatching", properties); + stylingTerminatorPosition = FindProperty("_StylingTerminatorPosition", properties); + stylingOvermodelingFactor = FindProperty("_StylingOvermodelingFactor", properties); + + //BLENDING - SHADING STYLING: + stylingShadingBlending = FindProperty("_StylingShadingBlending", properties); + stylingShadingIsInverted = FindProperty("_StylingShadingIsInverted", properties); + + //DRAW SPACE - SHADING STYLING: + drawSpace = FindProperty("_DrawSpace", properties); + uvSet = FindProperty("_UVSet", properties); + coordinateSystem = FindProperty("_CoordinateSystem", properties); + polarCenterMode = FindProperty("_PolarCenterMode", properties); + polarCenter = FindProperty("_PolarCenter", properties); + sSCameraDistanceScaled = FindProperty("_SSCameraDistanceScaled", properties); + anchorSSToObjectsOrigin = FindProperty("_AnchorSSToObjectsOrigin", properties); + + //DENSITY AND DIRECTION - SHADING STYLING: + stylingShadingDensity = FindProperty("_StylingShadingDensity", properties); + stylingShadingInitialDirection = FindProperty("_StylingShadingInitialDirection", properties); + stylingShadingRotationBetweenCells = FindProperty("_StylingShadingRotationBetweenCells", properties); + stylingShadingHalftonesOffset = FindProperty("_StylingShadingHalftonesOffset", properties); + + //STYLE SETTINGS - SHADING STYLING: + stylingShadingColor = FindProperty("_StylingColor", properties); + stylingShadingOpacity = FindProperty("_StylingShadingOpacity", properties); + stylingShadingOpacityFalloff = FindProperty("_StylingShadingOpacityFalloff", properties); + stylingShadingThicknessControl = FindProperty("_StylingShadingThicknessControl", properties); + stylingShadingThickness = FindProperty("_StylingShadingThickness", properties); + stylingShadingThicknessFalloff = FindProperty("_StylingShadingThicknessFalloff", properties); + stylingShadingHardness = FindProperty("_StylingShadingHardness", properties); + stylingShadingHalftonesRoundness = FindProperty("_StylingShadingHalftonesRoundness", properties); + stylingShadingHalftonesRoundnessFalloff = FindProperty("_StylingShadingHalftonesRoundnessFalloff", properties); + + + //DASHES + stylingShadingEnableDashes = FindProperty("_StylingShadingEnableDashes", properties); + stylingShadingDashesSize = FindProperty("_StylingShadingDashesSize", properties); + stylingShadingDashesUseHatchingDensity = FindProperty("_StylingShadingDashesUseHatchingDensity", properties); + stylingShadingDashesDensity = FindProperty("_StylingShadingDashesDensity", properties); + stylingShadingDashesType = FindProperty("_StylingShadingDashesType", properties); + stylingShadingDashesRoundness = FindProperty("_StylingShadingDashesRoundness", properties); + stylingShadingDashesOffset = FindProperty("_StylingShadingDashesOffset", properties); + + + stylingShadingDashesTransitionPosition = FindProperty("_StylingShadingDashesTransitionPosition", properties); + stylingShadingDashesTransitionSoftness = FindProperty("_StylingShadingDashesTransitionSoftness", properties); + + + + //RANDOMIZER - SHADING STYLING: + enableShadingRandomizer = FindProperty("_EnableShadingRandomizer", properties); + shadingNoise1Size = FindProperty("_ShadingNoise1Size", properties); + shadingNoise1Seed = FindProperty("_ShadingNoise1Seed", properties); + shadingNoise2Seed = FindProperty("_ShadingNoise2Seed", properties); + noiseIntensity = FindProperty("_NoiseIntensity", properties); + spacingRandomMode = FindProperty("_SpacingRandomMode", properties); + spacingRandomIntensity = FindProperty("_SpacingRandomIntensity", properties); + opacityRandomMode = FindProperty("_OpacityRandomMode", properties); + opacityRandomIntensity = FindProperty("_OpacityRandomIntensity", properties); + hardnessRandomMode = FindProperty("_HardnessRandomMode", properties); + hardnessRandomIntensity = FindProperty("_HardnessRandomIntensity", properties); + lengthRandomMode = FindProperty("_LengthRandomMode", properties); + lengthRandomIntensity = FindProperty("_LengthRandomIntensity", properties); + thicknessRandomMode = FindProperty("_ThicknessRandomMode", properties); + thicknessRandomIntensity = FindProperty("_ThicknesshRandomIntensity", properties); +#endregion + +#region FindProperties - Styling - Cast Shadows + //////////////////////////////////////////////////////////////////////////////////////////////////// + // CAST SHADOWS STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + + enableCastShadowsStyling = FindProperty("_EnableCastShadowsStyling", properties); + stylingCastShadowsSyncWithOtherStyling = FindProperty("_EnableCastShadowsStyling", properties); + + castShadowsStyle = FindProperty("_CastShadowsStyle", properties); + + //STYLE - CAST SHADOWS STYLING: + stylingCastShadowsSyncWithOtherStyling = FindProperty("_StylingCastShadowsSyncWithOtherStyling", properties); + + //PARTITIONING - CAST SHADOWS STYLING: + stylingCastShadowsNumberOfCellsHatching = FindProperty("_CastShadowsNumberOfCellsHatching", properties); + stylingCastShadowsSmoothness = FindProperty("_StylingCastShadowsSmoothness", properties); + + //BLENDING - CAST SHADOWS STYLING: + stylingCastShadowsBlending = FindProperty("_StylingCastShadowsBlending", properties); + stylingCastShadowsIsInverted = FindProperty("_StylingCastShadowsIsInverted", properties); + + //DRAW SPACE - CAST SHADOWS STYLING: + castShadowsDrawSpace = FindProperty("_CastShadowsDrawSpace", properties); + castShadowsUVSet = FindProperty("_CastShadowsUVSet", properties); + castShadowsSSCameraDistanceScaled = FindProperty("_CastShadowsSSCameraDistanceScaled", properties); + castShadowsAnchorSSToObjectsOrigin = FindProperty("_CastShadowsAnchorSSToObjectsOrigin", properties); + castShadowsCoordinateSystem = FindProperty("_CastShadowsCoordinateSystem", properties); + castShadowsPolarCenterMode = FindProperty("_CastShadowsPolarCenterMode", properties); + castShadowsPolarCenter = FindProperty("_CastShadowsPolarCenter", properties); + + //DENSITY AND DIRECTION - CAST SHADOWS STYLING: + stylingCastShadowsDensity = FindProperty("_StylingCastShadowsDensity", properties); + stylingCastShadowsInitialDirection = FindProperty("_StylingCastShadowsInitialDirection", properties); + stylingCastShadowsRotationBetweenCells = FindProperty("_StylingCastShadowsRotationBetweenCells", properties); + stylingCastShadowsHalftonesOffset = FindProperty("_StylingCastShadowsHalftonesOffset", properties); + + //STYLE SETTINGS - CAST SHADOWS STYLING: + stylingCastShadowsColor = FindProperty("_StylingCastShadowsColor", properties); + stylingCastShadowsOpacity = FindProperty("_StylingCastShadowsOpacity", properties); + stylingCastShadowsOpacityFalloff = FindProperty("_StylingCastShadowsOpacityFalloff", properties); + stylingCastShadowsThicknessControl = FindProperty("_StylingCastShadowsThicknessControl", properties); + stylingCastShadowsThickness = FindProperty("_StylingCastShadowsThickness", properties); + stylingCastShadowsThicknessFalloff = FindProperty("_StylingCastShadowsThicknessFalloff", properties); + stylingCastShadowsHardness = FindProperty("_StylingCastShadowsHardness", properties); + stylingCastShadowsHalftonesRoundness = FindProperty("_StylingCastShadowsHalftonesRoundness", properties); + stylingCastShadowsHalftonesRoundnessFalloff = FindProperty("_StylingCastShadowsHalftonesRoundnessFalloff", properties); + + + + + //DASHES + stylingCastShadowsEnableDashes = FindProperty("_StylingCastShadowsEnableDashes", properties); + stylingCastShadowsDashesSize = FindProperty("_StylingCastShadowsDashesSize", properties); + stylingCastShadowsDashesUseHatchingDensity = FindProperty("_StylingCastShadowsDashesUseHatchingDensity", properties); + stylingCastShadowsDashesDensity = FindProperty("_StylingCastShadowsDashesDensity", properties); + stylingCastShadowsDashesType = FindProperty("_StylingCastShadowsDashesType", properties); + stylingCastShadowsDashesRoundness = FindProperty("_StylingCastShadowsDashesRoundness", properties); + stylingCastShadowsDashesOffset = FindProperty("_StylingCastShadowsDashesOffset", properties); + + stylingCastShadowsDashesTransitionPosition = FindProperty("_StylingCastShadowsDashesTransitionPosition", properties); + stylingCastShadowsDashesTransitionSoftness = FindProperty("_StylingCastShadowsDashesTransitionSoftness", properties); + + + //RANDOMIZER - CAST SHADOWS STYLING: + enableCastShadowsRandomizer = FindProperty("_EnableCastShadowsRandomizer", properties); + castShadowsNoise1Size = FindProperty("_CastShadowsNoise1Size", properties); + castShadowsNoise1Seed = FindProperty("_CastShadowsNoise1Seed", properties); + castShadowsNoise2Seed = FindProperty("_CastShadowsNoise2Seed", properties); + noiseIntensityCastShadows = FindProperty("_CastShadowsNoiseIntensity", properties); + spacingRandomModeCastShadows = FindProperty("_CastShadowsSpacingRandomMode", properties); + spacingRandomIntensityCastShadows = FindProperty("_CastShadowsSpacingRandomIntensity", properties); + opacityRandomModeCastShadows = FindProperty("_CastShadowsOpacityRandomMode", properties); + opacityRandomIntensityCastShadows = FindProperty("_CastShadowsOpacityRandomIntensity", properties); + hardnessRandomModeCastShadows = FindProperty("_CastShadowsHardnessRandomMode", properties); + hardnessRandomIntensityCastShadows = FindProperty("_CastShadowsHardnessRandomIntensity", properties); + lengthRandomModeCastShadows = FindProperty("_CastShadowsLengthRandomMode", properties); + lengthRandomIntensityCastShadows = FindProperty("_CastShadowsLengthRandomIntensity", properties); + thicknessRandomModeCastShadows = FindProperty("_CastShadowsThicknessRandomMode", properties); + thicknessRandomIntensityCastShadows = FindProperty("_CastShadowsThicknesshRandomIntensity", properties); +#endregion + +#region FindProperties - Styling - Specular + //////////////////////////////////////////////////////////////////////////////////////////////////// + // SPECULAR STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + + enableSpecularStyling = FindProperty("_EnableSpecularStyling", properties); + stylingSpecularSyncWithOtherStyling = FindProperty("_StylingSpecularSyncWithOtherStyling", properties); + + //SPECULAR SETTINGS - SPECULAR STYLING: + syncWithSpecular = FindProperty("_SyncWithSpecular", properties); + stylingSpecularSize = FindProperty("_StylingSpecularSize", properties); + stylingSpecularSmoothness = FindProperty("_StylingSpecularSmoothness", properties); + stylingSpecularCutOutShading = FindProperty("_StylingSpecularCutOutShading", properties); + stylingSpecularUseLightColors = FindProperty("_StylingSpecularUseLightColors", properties); + + //STYLE - SPECULAR STYLING: + specularStyle = FindProperty("_SpecularStyle", properties); + + //BLENDING - SPECULAR STYLING: + stylingSpecularBlending = FindProperty("_StylingSpecularBlending", properties); + stylingSpecularIsInverted = FindProperty("_StylingSpecularIsInverted", properties); + + //DRAW SPACE - SPECULAR STYLING: + specularDrawSpace = FindProperty("_SpecularDrawSpace", properties); + specularUVSet = FindProperty("_SpecularUVSet", properties); + specularCoordinateSystem = FindProperty("_SpecularCoordinateSystem", properties); + specularPolarCenterMode = FindProperty("_SpecularPolarCenterMode", properties); + specularPolarCenter = FindProperty("_SpecularPolarCenter", properties); + specularSSCameraDistanceScaled = FindProperty("_SpecularSSCameraDistanceScaled", properties); + specularAnchorSSToObjectsOrigin = FindProperty("_SpecularAnchorSSToObjectsOrigin", properties); + + //DENSITY AND DIRECTION - SPECULAR STYLING: + stylingSpecularDensity = FindProperty("_StylingSpecularDensity", properties); + stylingSpecularRotation = FindProperty("_StylingSpecularRotation", properties); + stylingSpecularHalftonesOffset = FindProperty("_StylingSpecularHalftonesOffset", properties); + + //STYLE SETTINGS - SPECULAR STYLING: + stylingSpecularColor = FindProperty("_StylingSpecularColor", properties); + stylingSpecularOpacity = FindProperty("_StylingSpecularOpacity", properties); + stylingSpecularOpacityFalloff = FindProperty("_StylingSpecularOpacityFalloff", properties); + stylingSpecularThicknessControl = FindProperty("_StylingSpecularThicknessControl", properties); + stylingSpecularThickness = FindProperty("_StylingSpecularThickness", properties); + stylingSpecularThicknessFalloff = FindProperty("_StylingSpecularThicknessFalloff", properties); + stylingSpecularHardness = FindProperty("_StylingSpecularHardness", properties); + stylingSpecularHalftonesRoundness = FindProperty("_StylingSpecularHalftonesRoundness", properties); + stylingSpecularHalftonesRoundnessFalloff = FindProperty("_StylingSpecularHalftonesRoundnessFalloff", properties); + + + + + //DASHES + stylingSpecularEnableDashes = FindProperty("_StylingSpecularEnableDashes", properties); + stylingSpecularDashesSize = FindProperty("_StylingSpecularDashesSize", properties); + stylingSpecularDashesUseHatchingDensity = FindProperty("_StylingSpecularDashesUseHatchingDensity", properties); + stylingSpecularDashesDensity = FindProperty("_StylingSpecularDashesDensity", properties); + stylingSpecularDashesType = FindProperty("_StylingSpecularDashesType", properties); + stylingSpecularDashesRoundness = FindProperty("_StylingSpecularDashesRoundness", properties); + stylingSpecularDashesOffset = FindProperty("_StylingCastShadowsDashesOffset", properties); + + stylingSpecularDashesTransitionPosition = FindProperty("_StylingSpecularDashesTransitionPosition", properties); + stylingSpecularDashesTransitionSoftness = FindProperty("_StylingSpecularDashesTransitionSoftness", properties); + + + //RANDOMIZER - SPECULAR STYLING: + enableSpecularRandomizer = FindProperty("_EnableSpecularRandomizer", properties); + noise1SizeSpecular = FindProperty("_SpecularNoise1Size", properties); + noise1SeedSpecular = FindProperty("_SpecularNoise1Seed", properties); + noise2SeedSpecular = FindProperty("_SpecularNoise2Seed", properties); + noiseIntensitySpecular = FindProperty("_SpecularNoiseIntensity", properties); + spacingRandomModeSpecular = FindProperty("_SpecularSpacingRandomMode", properties); + spacingRandomIntensitySpecular = FindProperty("_SpecularSpacingRandomIntensity", properties); + opacityRandomModeSpecular = FindProperty("_SpecularOpacityRandomMode", properties); + opacityRandomIntensitySpecular = FindProperty("_SpecularOpacityRandomIntensity", properties); + hardnessRandomModeSpecular = FindProperty("_SpecularHardnessRandomMode", properties); + hardnessRandomIntensitySpecular = FindProperty("_SpecularHardnessRandomIntensity", properties); + lengthRandomModeSpecular = FindProperty("_SpecularLengthRandomMode", properties); + lengthRandomIntensitySpecular = FindProperty("_SpecularLengthRandomIntensity", properties); + thicknessRandomModeSpecular = FindProperty("_SpecularThicknessRandomMode", properties); + thicknessRandomIntensitySpecular = FindProperty("_SpecularThicknesshRandomIntensity", properties); +#endregion + +#region FindProperties - Styling - Rim + //////////////////////////////////////////////////////////////////////////////////////////////////// + // RIM STYLING: // + //////////////////////////////////////////////////////////////////////////////////////////////////// + + enableRimStyling = FindProperty("_EnableRimStyling", properties); + stylingRimSyncWithOtherStyling = FindProperty("_StylingRimSyncWithOtherStyling", properties); + + //RIM SETTINGS - RIM STYLING: + syncWithRim = FindProperty("_SyncWithRim", properties); + stylingRimSize = FindProperty("_StylingRimSize", properties); + stylingRimSmoothness = FindProperty("_StylingRimSmoothness", properties); + stylingRimAffectedArea = FindProperty("_StylingRimAffectedArea", properties); + + //STYLE - RIM STYLING: + rimStyle = FindProperty("_RimStyle", properties); + + //BLENDING - RIM STYLING: + stylingRimBlending = FindProperty("_StylingRimBlending", properties); + stylingRimIsInverted = FindProperty("_StylingRimIsInverted", properties); + + //DRAW SPACE - RIM STYLING: + rimDrawSpace = FindProperty("_RimDrawSpace", properties); + rimUVSet = FindProperty("_RimUVSet", properties); + rimCoordinateSystem = FindProperty("_RimCoordinateSystem", properties); + rimPolarCenterMode = FindProperty("_RimPolarCenterMode", properties); + rimPolarCenter = FindProperty("_RimPolarCenter", properties); + rimSSCameraDistanceScaled = FindProperty("_RimSSCameraDistanceScaled", properties); + rimAnchorSSToObjectsOrigin = FindProperty("_RimAnchorSSToObjectsOrigin", properties); + + //DENSITY AND DIRECTION - RIM STYLING: + stylingRimDensity = FindProperty("_StylingRimDensity", properties); + stylingRimRotation = FindProperty("_StylingRimRotation", properties); + stylingRimHalftonesOffset = FindProperty("_StylingRimHalftonesOffset", properties); + + //STYLING SETTINGS - RIM STYLING: + stylingRimColor = FindProperty("_StylingRimColor", properties); + stylingRimThicknessControl = FindProperty("_StylingRimThicknessControl", properties); + stylingRimThickness = FindProperty("_StylingRimThickness", properties); + stylingRimThicknessFalloff = FindProperty("_StylingRimThicknessFalloff", properties); + stylingRimOpacity = FindProperty("_StylingRimOpacity", properties); + stylingRimOpacityFalloff = FindProperty("_StylingRimOpacityFalloff", properties); + stylingRimHardness = FindProperty("_StylingRimHardness", properties); + stylingRimHalftonesRoundness = FindProperty("_StylingRimHalftonesRoundness", properties); + stylingRimHalftonesRoundnessFalloff = FindProperty("_StylingRimHalftonesRoundnessFalloff", properties); + + + + //DASHES + stylingRimEnableDashes = FindProperty("_StylingRimEnableDashes", properties); + stylingRimDashesSize = FindProperty("_StylingRimDashesSize", properties); + stylingRimDashesUseHatchingDensity = FindProperty("_StylingRimDashesUseHatchingDensity", properties); + stylingRimDashesDensity = FindProperty("_StylingRimDashesDensity", properties); + stylingRimDashesType = FindProperty("_StylingRimDashesType", properties); + stylingRimDashesRoundness = FindProperty("_StylingRimDashesRoundness", properties); + stylingRimDashesOffset = FindProperty("_StylingRimDashesOffset", properties); + + stylingRimDashesTransitionPosition = FindProperty("_StylingRimDashesTransitionPosition", properties); + stylingRimDashesTransitionSoftness = FindProperty("_StylingRimDashesTransitionSoftness", properties); + + + //RANDOMIZER - RIM STYLING: + enableRimRandomizer = FindProperty("_EnableRimRandomizer", properties); + rimNoise1Size = FindProperty("_RimNoise1Size", properties); + rimNoise1Seed = FindProperty("_RimNoise1Seed", properties); + rimNoise2Seed = FindProperty("_RimNoise2Seed", properties); + noiseIntensityRim = FindProperty("_RimNoiseIntensity", properties); + spacingRandomModeRim = FindProperty("_RimSpacingRandomMode", properties); + spacingRandomIntensityRim = FindProperty("_RimSpacingRandomIntensity", properties); + opacityRandomModeRim = FindProperty("_RimOpacityRandomMode", properties); + opacityRandomIntensityRim = FindProperty("_RimOpacityRandomIntensity", properties); + hardnessRandomModeRim = FindProperty("_RimHardnessRandomMode", properties); + hardnessRandomIntensityRim = FindProperty("_RimHardnessRandomIntensity", properties); + lengthRandomModeRim = FindProperty("_RimLengthRandomMode", properties); + lengthRandomIntensityRim = FindProperty("_RimLengthRandomIntensity", properties); + thicknessRandomModeRim = FindProperty("_RimThicknessRandomMode", properties); + thicknessRandomIntensityRim = FindProperty("_RimThicknesshRandomIntensity", properties); +#endregion + + + hatchingAffectedByNormalMap = FindProperty("_HatchingAffectedByNormalMap", properties); + + noiseMap1 = FindProperty("_NoiseMap1", properties); + noiseMap2 = FindProperty("_NoiseMap2", properties); + + + noiseTextureQuality = FindProperty("_NoiseTextureQuality", properties); + + hatchingCameraDistanceFade = FindProperty("_HatchingCameraDistanceFade", properties); + halftonePatternCameraDistanceFade = FindProperty("_HalftonePatternCameraDistanceFade", properties); + + enableOutline = FindProperty("_EnableOutline", properties); + outlineColor = FindProperty("_OutlineColor", properties); + outlineWidth = FindProperty("_OutlineWidth", properties); + outlineDepthOffset = FindProperty("_OutlineDepthOffset", properties); + outlineConstantScreenWidth = FindProperty("_OutlineConstantScreenWidth", properties); + //outlineCameraDistanceImpact = FindProperty("_OutlineCameraDistanceImpact", properties); + + if (material.HasProperty("_CurvedWorldBendSettings")) + { + curvedWorldBendSettings = FindProperty("_CurvedWorldBendSettings", properties); + } + } + + + public void FindPropertiesBiRPLighting(MaterialProperty[] props) + { + + // Standard + biRPLightingGUI.blendMode = FindProperty("_Mode", props); + biRPLightingGUI.cullMode = FindProperty("_Cull", props); + //alphaMode = FindProperty("_AlphaMode", props); + + biRPLightingGUI.albedoMap = FindProperty("_MainTex", props); + biRPLightingGUI.albedoColor = FindProperty("_Color", props); + biRPLightingGUI.alphaCutoff = FindProperty("_Cutoff", props); + + biRPLightingGUI.metallicMap = FindProperty("_MetallicGlossMap", props); + biRPLightingGUI.metallic = FindProperty("_Metallic", props); + + + biRPLightingGUI.smoothness = FindProperty("_Glossiness", props); + biRPLightingGUI.smoothnessScale = FindProperty("_GlossMapScale", props, false); + biRPLightingGUI.smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false); + + biRPLightingGUI.bumpScale = FindProperty("_BumpScale", props); + biRPLightingGUI.bumpMap = FindProperty("_BumpMap", props); + + biRPLightingGUI.heigtMapScale = FindProperty("_Parallax", props); + biRPLightingGUI.heightMap = FindProperty("_ParallaxMap", props); + + biRPLightingGUI.occlusionStrength = FindProperty("_OcclusionStrength", props); + biRPLightingGUI.occlusionMap = FindProperty("_OcclusionMap", props); + + biRPLightingGUI.emissionMap = FindProperty("_EmissionMap", props); + biRPLightingGUI.emissionColor = FindProperty("_EmissionColor", props); + + biRPLightingGUI.detailMask = FindProperty("_DetailMask", props); + biRPLightingGUI.detailAlbedoMap = FindProperty("_DetailAlbedoMap", props); + biRPLightingGUI.detailNormalMap = FindProperty("_DetailNormalMap", props); + biRPLightingGUI.detailNormalMapScale = FindProperty("_DetailNormalMapScale", props); + biRPLightingGUI.uvSetSecondary = FindProperty("_UVSec", props); + + } + + + private Shader FindCorrectShader(Material material) + { + Shader shader; + //string ShaderString = ShaderUtils.getUnityVersionAndRenderPipelineCorrectedShaderString().versionAndRPCorrectedShader; + //string outlineString = "_WithOutline"; + + //if (enableOutline.floatValue == 1) + //{ + // shader = Shader.Find(ShaderString + outlineString); + //} + //else + //{ + // shader = Shader.Find(ShaderString); + //} + + Dictionary UnityToTTSShaderNameMapping = getUnityToTTSShaderMapping(); + if (!material.HasProperty(TheToonShaderConstants.THETOONSHADER2D_IDENTIFIER_PROPERTY)) + { +#if USING_SEE_THROUGH_SHADER + if (material.HasProperty(SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY)) + { + if (enableOutline.floatValue == 1) + { + shader = Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY]); + } + else + { + shader = Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_STS_KEY]); + } + } + else +#endif + { + + if (enableOutline.floatValue == 1) + { + shader = Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY]); + } + else + { + shader = Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_KEY]); + } + } + } + else + { + shader = Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_URP2D_SHADER_STANDARD_KEY]); + } + + + if (shader == null) + { + Debug.LogWarning("Correct Toon Shader couldn't be found!"); + } + + //shader = null; // REMOVE + + return shader; + } + + public void DoSetup(MaterialEditor materialEditor) + { + + if (EditorGUIUtility.isProSkin) + { + textColor = Color.white; + oriCol = EditorStyles.label.normal.textColor; + } + else + { + //textColor = EditorStyles.label.normal.textColor; + textColor = Color.black; + oriCol = new Color(0.9f, 0.9f, 0.9f, 1); + } + + presetsAnimBool = new AnimBool(false); + presetsAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + performanceAnimBool = new AnimBool(false); + performanceAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + surfaceOptionsAndInputsAnimBool = new AnimBool(false); + surfaceOptionsAndInputsAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + generalShadingAnimBool = new AnimBool(false); + generalShadingAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + toonShadingAnimBool = new AnimBool(false); + toonShadingAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + stylingAnimBool = new AnimBool(false); + stylingAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + enableStylingAnimBool = new AnimBool(false); + enableStylingAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + animationAnimBool = new AnimBool(false); + animationAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + enableOutlineAnimBool = new AnimBool(false); + enableOutlineAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + + outlineAnimBool = new AnimBool(false); + outlineAnimBool.valueChanged.AddListener(materialEditor.Repaint); + + GradientSetup(); + + + + } + + + BiRPLightingGUI biRPLightingGUI; +#if USING_URP + LitShader LitShader = new LitShader(); +#endif + protected RenderPipelineOptions rp = RenderPipelineOptions.NONE; + + static string currentShaderName = ""; + + bool hasAdditionalLights; + + private bool IsToon2DShader() + { + if(((Material)materialEditor.target).HasProperty(TheToonShaderConstants.THETOONSHADER2D_IDENTIFIER_PROPERTY)) + { + return true; + } + return false; + } + override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + Material material = materialEditor.target as Material; + this.materialEditor = materialEditor; + + + if (materialEditor.targets.Length > 1) + { + EditorGUILayout.HelpBox( + "Multi-edit is disabled for this shader. Select a single Material.", + MessageType.Info + ); + + return; // URP2D breaks materials when multiple are selected + } + + + + if (rp == RenderPipelineOptions.NONE) + { + rp = getCurrentRenderPipeline(); + } + + + + if (rp == RenderPipelineOptions.URP2D && IsToon2DShader()) + { + EditorUtils.LogoOnlyStart("The Toon Shader 2D - " + TheToonShaderConstants.THETOONSHADER_VERSION_2D); + } + else + { + EditorUtils.LogoOnlyStart("The Toon Shader 3D - " + TheToonShaderConstants.THETOONSHADER_VERSION_3D); + } + + if (rp == RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUILayout.Space(10); + EditorGUILayout.HelpBox("You are trying to use The Toon Shader 3D with URP2D. Please use the URP2D Toon Shader" + + " for it to work!", MessageType.Warning); + EditorGUILayout.Space(30); + EditorUtils.LogoOnlyEnd(); + return; + + } + else if (rp != RenderPipelineOptions.URP2D && IsToon2DShader()) + { + EditorGUILayout.Space(10); + EditorGUILayout.HelpBox("You are trying to use The Toon Shader 2D in a 3D RenderPipeline. Please use the correct 3D Toon Shader" + + " for it to work!", MessageType.Warning); + EditorGUILayout.Space(30); + EditorUtils.LogoOnlyEnd(); + return; + } + + + + + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader() ) + { +#if USING_URP + + hasAdditionalLights = false; + //foreach (Light addLight in UnityEngine.Object.FindObjectsOfType()) + foreach (Light addLight in UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.None)) + { + if (!addLight.enabled) continue; + if (addLight.type == LightType.Directional) continue; + //if (addLight.lightmapBakeType == LightmapBakeType.Baked) continue; + + hasAdditionalLights = true; + break; + } +#endif + } + + + + //Debug.Log(rp.ToString()); + + if(rp == RenderPipelineOptions.URP2D && IsToon2DShader()) + { + FindProperties2D(properties, material); + } + else + { + FindProperties(properties, material); + } + + + + if(currentShaderName != null && currentShaderName != material.shader.name) + { + if (material.HasProperty("_IsOptimized")) + { + isOptimized = MaterialEditor.GetMaterialProperty(new UnityEngine.Object[] { material }, "_IsOptimized"); + currentShaderName = material.shader.name; + } else + { + isOptimized = null; + currentShaderName = material.shader.name; + } + } + + if (m_FirstTimeApply) + { + //if (ShaderUtils.IsNativeTTSShader(material.shader)) + //{ + // isOptimized.floatValue = 0; + //} + //else + //{ + // if (TheToonShaderGenerator.CheckIfShaderIsAlreadyOptimizedPropertyBased(material)) + // { + // isOptimized.floatValue = 1; + // } + //} + + //if (isOptimized.floatValue == 0) + //{ + // originalShaderName.value = material.shader.name; + //} + //if(isOptimized.floatValue == 0) + + //if(rp != RenderPipelineOptions.URP2D) + //{ + if(!TheToonShaderGenerator.CheckIfShaderIsAlreadyOptimizedPropertyBased(material)) + { + Shader shader = FindCorrectShader(material); + if (shader != null) + { + material.shader = shader; + } + + } else + { + if (material.HasProperty("_IsOptimized")) + { + isOptimized = MaterialEditor.GetMaterialProperty(new UnityEngine.Object[] { material }, "_IsOptimized"); + } + } + //} + + OnOpenGUI(material, materialEditor); + DoSetup(materialEditor); + + + if (rp == RenderPipelineOptions.BiRP) + { + if (biRPLightingGUI == null) + { + biRPLightingGUI = new BiRPLightingGUI(); + } + FindPropertiesBiRPLighting(properties); + biRPLightingGUI.m_MaterialEditor = materialEditor; + biRPLightingGUI.DoSetup(materialEditor); + + } + + + + + + m_FirstTimeApply = false; + } + //if (rp != RenderPipelineOptions.URP2D) + //{ + InitializeToonShaderGeneratorData(rp); // move first time and then do change check + //} + if (noiseMap1 != null && noiseMap1.textureValue == null) + { + string noiseTexName = "PerlinNoise"; + Texture2D texture = Resources.Load("NoiseTextures/" + noiseTexName, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texture, true); + noiseMap1.textureValue = texture; + } + + + if (noiseMap2 != null && noiseMap2.textureValue == null) + { + + string noiseTexName = "WhiteNoise"; + noiseTexName = "BlueNoise128"; + Texture2D texture = Resources.Load("NoiseTextures/" + noiseTexName, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texture, true); + noiseMap2.textureValue = texture; + } + + + DoPerformanceArea(material, properties); + + DoSurfaceInputsAndOptionsArea(material, properties); + + DoToonShadingArea(material); + DoStylingArea(material); + //if (rp != RenderPipelineOptions.URP2D) + //{ + DoOutlineArea(material); + //} + //DoAnimationArea(material); // TODO + + EditorUtils.LogoOnlyEnd(); + +#if USING_SEE_THROUGH_SHADER + if(material.HasProperty(SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY)) + { + DrawSeeThroughShaderGUI(properties, material); + } +#endif + + if (curvedWorldBendSettings != null && material.HasProperty("_CurvedWorldBendSettings")) + { + materialEditor.ShaderProperty(curvedWorldBendSettings, "Curved World Bend Settings"); + } + + } + +#if USING_SEE_THROUGH_SHADER + protected MaterialEditor m_MaterialEditorSTS; + bool m_FirstTimeApplySTS = true; + protected SeeThroughShaderGUI seeThroughShaderGUI; + protected Color textColorSTS; + protected Color originalColorSTS; + + private void DrawSeeThroughShaderGUI(MaterialProperty[] properties, Material material) + { + EditorStyles.label.normal.textColor = Color.white; + m_MaterialEditorSTS = materialEditor; + + if (seeThroughShaderGUI == null) + { + seeThroughShaderGUI = new SeeThroughShaderGUI(); + } + + FindPropertiesSeeThroughShader(properties, material); + seeThroughShaderGUI.m_MaterialEditor = materialEditor; + + if (m_FirstTimeApplySTS) + { + DoSetup(materialEditor); + seeThroughShaderGUI.DoSetup(materialEditor); + originalColorSTS = EditorStyles.label.normal.textColor; + + if (EditorGUIUtility.isProSkin) + { + textColorSTS = Color.white; + } + else + { + textColorSTS = Color.black; + } + m_FirstTimeApplySTS = false; + } + + ShaderCrew.SeeThroughShader.EditorUtils.LogoOnlyStart("The Shader"); + + EditorStyles.label.normal.textColor = textColorSTS; + + EditorGUILayout.Space(); + EditorGUILayout.Space(); + GUIStyle STSAreaStyle = new GUIStyle(EditorStyles.helpBox); + Rect rect = EditorGUILayout.BeginVertical(STSAreaStyle); + GUI.Box(rect, GUIContent.none); + + seeThroughShaderGUI.STSShaderPropertiesGUI(material); + + EditorGUILayout.EndVertical(); + + EditorUtils.LogoOnlyEnd(); + EditorStyles.label.normal.textColor = originalColorSTS; + + + } + + + + public void FindPropertiesSeeThroughShader(MaterialProperty[] props, Material material) + { + seeThroughShaderGUI.isReferenceMaterialMat = FindProperty("_isReferenceMaterial", props); + + + // See-through Shader + seeThroughShaderGUI.dissolveMap = FindProperty("_DissolveTex", props); + seeThroughShaderGUI.dissolveColor = FindProperty("_DissolveColor", props); + seeThroughShaderGUI.dissolveSize = FindProperty("_UVs", props); + seeThroughShaderGUI.dissolveColorSaturation = FindProperty("_DissolveColorSaturation", props); + + seeThroughShaderGUI.dissolveEmmission = FindProperty("_DissolveEmission", props); + seeThroughShaderGUI.dissolveEmmissionBooster = FindProperty("_DissolveEmissionBooster", props); + seeThroughShaderGUI.dissolveTexturedEmissionEdge = FindProperty("_TexturedEmissionEdge", props); + seeThroughShaderGUI.dissolveTexturedEmissionEdgeStrength = FindProperty("_TexturedEmissionEdgeStrength", props); + + seeThroughShaderGUI.dissolveClippedShadowsEnabled = FindProperty("_hasClippedShadows", props); + + + seeThroughShaderGUI.dissolveTextureAnimationEnabled = FindProperty("_AnimationEnabled", props); + seeThroughShaderGUI.dissolveTextureAnimationSpeed = FindProperty("_AnimationSpeed", props); + seeThroughShaderGUI.dissolveTransitionDuration = FindProperty("_TransitionDuration", props); + + + + + seeThroughShaderGUI.interactionMode = FindProperty("_InteractionMode", props); + //centerPosition = FindProperty("_CenterPosition", props); + + seeThroughShaderGUI.obstructionMode = FindProperty("_Obstruction", props); + seeThroughShaderGUI.obstructionPlayerOffset = FindProperty("_ObstructionPlayerOffset", props); + seeThroughShaderGUI.angleStrength = FindProperty("_AngleStrength", props); + seeThroughShaderGUI.coneStrength = FindProperty("_ConeStrength", props); + seeThroughShaderGUI.coneObstructionDestroyRadius = FindProperty("_ConeObstructionDestroyRadius", props); + + seeThroughShaderGUI.cylinderStrength = FindProperty("_CylinderStrength", props); + seeThroughShaderGUI.cylinderObstructionDestroyRadius = FindProperty("_CylinderObstructionDestroyRadius", props); + + seeThroughShaderGUI.circleStrength = FindProperty("_CircleStrength", props); + seeThroughShaderGUI.circleObstructionDestroyRadius = FindProperty("_CircleObstructionDestroyRadius", props); + + seeThroughShaderGUI.curveStrength = FindProperty("_CurveStrength", props); + seeThroughShaderGUI.curveObstructionDestroyRadius = FindProperty("_CurveObstructionDestroyRadius", props); + + seeThroughShaderGUI.dissolveObstructionCurve = FindProperty("_ObstructionCurve", props); + + seeThroughShaderGUI.dissolveFallOff = FindProperty("_DissolveFallOff", props); + seeThroughShaderGUI.dissolveMask = FindProperty("_DissolveMask", props); + seeThroughShaderGUI.dissolveMaskEnabled = FindProperty("_DissolveMaskEnabled", props); + + seeThroughShaderGUI.affectedAreaPlayerBasedObstruction = FindProperty("_AffectedAreaPlayerBasedObstruction", props); + + seeThroughShaderGUI.intrinsicDissolveStrength = FindProperty("_IntrinsicDissolveStrength", props); + + + seeThroughShaderGUI.ceilingEnabled = FindProperty("_Ceiling", props); + seeThroughShaderGUI.ceilingMode = FindProperty("_CeilingMode", props); + seeThroughShaderGUI.ceilingBlendMode = FindProperty("_CeilingBlendMode", props); + seeThroughShaderGUI.ceilingY = FindProperty("_CeilingY", props); + seeThroughShaderGUI.ceilingPlayerYOffset = FindProperty("_CeilingPlayerYOffset", props); + seeThroughShaderGUI.ceilingYGradientLength = FindProperty("_CeilingYGradientLength", props); + + + seeThroughShaderGUI.isometricExlusionEnabled = FindProperty("_IsometricExclusion", props); + seeThroughShaderGUI.isometricExclusionDistance = FindProperty("_IsometricExclusionDistance", props); + seeThroughShaderGUI.isometricExclusionGradientLength = FindProperty("_IsometricExclusionGradientLength", props); + + seeThroughShaderGUI.floorEnabled = FindProperty("_Floor", props); + seeThroughShaderGUI.floorMode = FindProperty("_FloorMode", props); + seeThroughShaderGUI.floorY = FindProperty("_FloorY", props); + seeThroughShaderGUI.playerPosYOffset = FindProperty("_PlayerPosYOffset", props); + seeThroughShaderGUI.floorYTextureGradientLength = FindProperty("_FloorYTextureGradientLength", props); + seeThroughShaderGUI.affectedAreaFloor = FindProperty("_AffectedAreaFloor", props); + + + seeThroughShaderGUI.zoningEnabled = FindProperty("_Zoning", props); + seeThroughShaderGUI.zoningMode = FindProperty("_ZoningMode", props); + seeThroughShaderGUI.zoningEdgeGradientLength = FindProperty("_ZoningEdgeGradientLength", props); + seeThroughShaderGUI.zoningIsRevealable = FindProperty("_IsZoningRevealable", props); + + seeThroughShaderGUI.zoningSyncZonesWithFloorY = FindProperty("_SyncZonesWithFloorY", props); + seeThroughShaderGUI.zoningSyncZonesFloorYOffset = FindProperty("_SyncZonesFloorYOffset", props); + + + seeThroughShaderGUI.debugModeEnabled = FindProperty("_PreviewMode", props); + seeThroughShaderGUI.debugModeIndicatorLineThickness = FindProperty("_PreviewIndicatorLineThickness", props); + + seeThroughShaderGUI.isReplacementShader = FindProperty("_IsReplacementShader", props); + + seeThroughShaderGUI.defaultEffectRadius = FindProperty("_DefaultEffectRadius", props); + seeThroughShaderGUI.enableDefaultEffectRadius = FindProperty("_EnableDefaultEffectRadius", props); + + + seeThroughShaderGUI.showContentDissolveArea = FindProperty("_ShowContentDissolveArea", props); + seeThroughShaderGUI.showContentInteractionOptionsArea = FindProperty("_ShowContentInteractionOptionsArea", props); + seeThroughShaderGUI.showContentObstructionOptionsArea = FindProperty("_ShowContentObstructionOptionsArea", props); + seeThroughShaderGUI.showContentAnimationArea = FindProperty("_ShowContentAnimationArea", props); + seeThroughShaderGUI.showContentZoningArea = FindProperty("_ShowContentZoningArea", props); + seeThroughShaderGUI.showContentReplacementOptionsArea = FindProperty("_ShowContentReplacementOptionsArea", props); + seeThroughShaderGUI.showContentDebugArea = FindProperty("_ShowContentDebugArea", props); + + seeThroughShaderGUI.syncCullMode = FindProperty("_SyncCullMode", props); + + + seeThroughShaderGUI.useCustomTime = FindProperty("_UseCustomTime", props); + + + if (material.HasProperty("_CrossSectionEnabled") && material.HasProperty("_CrossSectionColor") && + material.HasProperty("_CrossSectionTextureEnabled") && material.HasProperty("_CrossSectionTexture") && + material.HasProperty("_CrossSectionTextureScale") && material.HasProperty("_CrossSectionUVScaledByDistance")) + { + seeThroughShaderGUI.crossSectionEnabled = FindProperty("_CrossSectionEnabled", props); + seeThroughShaderGUI.crossSectionColor = FindProperty("_CrossSectionColor", props); + + seeThroughShaderGUI.crossSectionTextureEnabled = FindProperty("_CrossSectionTextureEnabled", props); + seeThroughShaderGUI.crossSectionTexture = FindProperty("_CrossSectionTexture", props); + seeThroughShaderGUI.crossSectionTextureScale = FindProperty("_CrossSectionTextureScale", props); + seeThroughShaderGUI.crossSectionUVScaledByDistance = FindProperty("_CrossSectionUVScaledByDistance", props); + } + + seeThroughShaderGUI.dissolveMethod = FindProperty("_DissolveMethod", props); + seeThroughShaderGUI.dissolveTexSpace = FindProperty("_DissolveTexSpace", props); + +#if USING_HDRP + if (material.HasProperty("_CullMode")) + { + seeThroughShaderGUI.cull = FindProperty("_CullMode", props); + } +#else + if (material.HasProperty("_Cull")) + { + seeThroughShaderGUI.cull = FindProperty("_Cull", props); + } +#endif + + } +#endif + public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor) + { + // Foldout states + m_HeaderStateKey = k_KeyPrefix + Application.productName + material.name; // + material.shader.name; // Create key string for editor prefs + + originalShaderName = new SavedString($"{m_HeaderStateKey}.originalShaderName", ""); + + m_PerformanceAreaFoldout = new SavedBool($"{m_HeaderStateKey}.m_PerformanceAreaFoldout", true); + m_SurfaceInputsAndOptionsAreaFoldout = new SavedBool($"{m_HeaderStateKey}.m_SurfaceInputsAndOptionsAreaFoldout", true); + + m_SurfaceOptionsFoldout = new SavedBool($"{m_HeaderStateKey}.SurfaceOptionsFoldout", true); + m_SurfaceInputsFoldout = new SavedBool($"{m_HeaderStateKey}.SurfaceInputsFoldout", true); + + m_GeneralShadingLightPartitioningFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralShadingLightPartitioningFoldout ", true); + m_GeneralShadingLightingFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralShadingLightingFoldout ", true); + m_GeneralShadingShadowFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralShadingShadowFoldout", true); + m_GeneralShadingCastShadowsFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralShadingCastShadowsFoldout", true); + m_GeneralShadingSpecularFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralShadingSpecularFoldout", true); + m_GeneralShadingRimFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralShadingRimFoldout", true); + + m_ToonShadingAreaFoldout = new SavedBool($"{m_HeaderStateKey}.ToonShadingFoldout", true); + m_StylingAreaFoldout = new SavedBool($"{m_HeaderStateKey}.StylingAreaFoldout", true); + m_OutlineAreaFoldout = new SavedBool($"{m_HeaderStateKey}.OutlineFoldout", true); + + m_GeneralStylingDistanceFadeFoldout = new SavedBool($"{m_HeaderStateKey}.GeneralStylingDistanceFadeFoldout", true); + + m_StylingShadingFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingShadowFoldout ", true); + m_ShadingStylingBlendingFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingBlendingFoldout", true); + m_ShadingStylingDrawSpaceFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingUVSpaceFoldout", true); + m_ShadingStylingRotationFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingRotationFoldout", true); + m_ShadingStylingStylingFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingStylingFoldout ", true); + m_ShadingStylingStylingDashesFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingStylingDashesFoldout ", true); + m_ShadingStylingPartitioningFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingPartitioningFoldout ", true); + m_ShadingStylingRandomizeFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingRandomizeFoldout ", true); + + m_StylingCastShadowsFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingCastShadowsFoldout", true); + m_StylingCastShadowsSettingsFoldout = new SavedBool($"{m_HeaderStateKey}.StylingCastShadowsSettingsFoldout ", true); + m_CastShadowsStylingBlendingFoldout = new SavedBool($"{m_HeaderStateKey}.CastShadowsStylingBlendingFoldout", true); + m_CastShadowsStylingDrawSpaceFoldout = new SavedBool($"{m_HeaderStateKey}.CastShadowsStylingUVSpaceFoldout", true); + m_CastShadowsStylingRotationFoldout = new SavedBool($"{m_HeaderStateKey}.CastShadowsStylingRotationFoldout", true); + m_CastShadowsStylingStylingFoldout = new SavedBool($"{m_HeaderStateKey}.CastShadowsStylingStylingFoldout ", true); + m_CastShadowsStylingPartitioningFoldout = new SavedBool($"{m_HeaderStateKey}.CastShadowsStylingPartitioningFoldout ", true); + m_CastShadowsStylingRandomizeFoldout = new SavedBool($"{m_HeaderStateKey}.CastShadowsStylingRandomizeFoldout ", true); + + m_StylingSpecularFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingSpecularFoldout ", true); + m_StylingSpecularSettingsFoldout = new SavedBool($"{m_HeaderStateKey}.StylingSpecularSettingsFoldout ", true); + m_SpecularStylingBlendingFoldout = new SavedBool($"{m_HeaderStateKey}.SpecularStylingBlendingFoldout", true); + m_SpecularStylingDrawSpaceFoldout = new SavedBool($"{m_HeaderStateKey}.SpecularStylingUVSpaceFoldout", true); + m_SpecularStylingRotationFoldout = new SavedBool($"{m_HeaderStateKey}.SpecularStylingRotationFoldout", true); + m_SpecularStylingStylingFoldout = new SavedBool($"{m_HeaderStateKey}.SpecularStylingStylingFoldout ", true); + m_SpecularStylingPartitioningFoldout = new SavedBool($"{m_HeaderStateKey}.SpecularStylingPartitioningFoldout ", true); + m_SpecularStylingRandomizeFoldout = new SavedBool($"{m_HeaderStateKey}.SpecularStylingRandomizeFoldout ", true); + + m_StylingRimFoldout = new SavedBool($"{m_HeaderStateKey}.ShadingStylingRimFoldout ", true); + m_StylingRimSettingsFoldout = new SavedBool($"{m_HeaderStateKey}.StylingRimSettingsFoldout ", true); + m_RimStylingBlendingFoldout = new SavedBool($"{m_HeaderStateKey}.RimStylingBlendingFoldout", true); + m_RimStylingDrawSpaceFoldout = new SavedBool($"{m_HeaderStateKey}.RimStylingUVSpaceFoldout", true); + m_RimStylingRotationFoldout = new SavedBool($"{m_HeaderStateKey}.RimStylingRotationFoldout", true); + m_RimStylingStylingFoldout = new SavedBool($"{m_HeaderStateKey}.RimStylingStylingFoldout ", true); + m_RimStylingPartitioningFoldout = new SavedBool($"{m_HeaderStateKey}.RimStylingPartitioningFoldout ", true); + m_RimStylingRandomizeFoldout = new SavedBool($"{m_HeaderStateKey}.RimStylingRandomizeFoldout ", true); + + + //m_ShadingStylingStylingToolbar = new SavedInt($"{m_HeaderStateKey}.ShadingStylingStylingToolbar ", 0); + + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + + //doesnt work + //override public void OnClosed(Material material) + //{ + // Debug.Log("OnClosed"); + + // //OnClosed(materialEditor.target as Material); + //} + + public void MaterialChanged(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + // Clear all keywords for fresh start + material.shaderKeywords = null; +#if USING_URP + if (rp == RenderPipelineOptions.URP) + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + if ((GeneralShadingMode)shadingMode.floatValue != GeneralShadingMode.SolidColor) + { + if ((LightFunction)lightFunction.floatValue == LightFunction.BlinnPhong) + { + SimpleLitGUI.SetMaterialKeywords(material);//, SimpleLitGUI.SetMaterialKeywords); + + } + else + { + LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, LitDetailGUI.SetMaterialKeywords); + + } + } + SetMaterialKeywordsToon(material); + SetMaterialKeywords(material); + } + + } + +#endif + if (rp == RenderPipelineOptions.BiRP) + { + SetMaterialKeywordsToon(material); + + } + + + + } + + public void SetMaterialKeywordsToon(Material material) + { + SetKeyword(material, "_SHADING_COLOR", false); + SetKeyword(material, "_SHADING_BLINNPHONG", false); + SetKeyword(material, "_SHADING_PBR", false); + + if ((GeneralShadingMode)shadingMode.floatValue == GeneralShadingMode.SolidColor) + { + SetKeyword(material, "_SHADING_COLOR", true); + } + else if ((LightFunction)lightFunction.floatValue == LightFunction.BlinnPhong) + { + SetKeyword(material, "_SHADING_BLINNPHONG", true); + } + else + { + SetKeyword(material, "_SHADING_PBR", true); + + } + } + + + void SetKeyword(Material material, string keyword, bool state) + { + if (state) + { + material.EnableKeyword(keyword); + } + else + { + material.DisableKeyword(keyword); + } + + //Work around for ShaderGraph as ShaderGraph also needs to set floats of associated keywords + if (material.HasProperty(keyword)) + { + material.SetFloat(keyword, Convert.ToSingle(state)); + } + } + +#if USING_URP + //https://github.com/Unity-Technologies/Graphics/blob/v10.10.2/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs#L392 + public static void SetMaterialKeywords(Material material) + { + // Clear all keywords for fresh start + //material.shaderKeywords = null; + + // Setup blending - consistent across all Universal RP shaders + SetupMaterialBlendMode(material); //TODO + + // Receive Shadows + if (material.HasProperty("_ReceiveShadows")) + CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f); + + // Emission + if (material.HasProperty("_EmissionColor")) + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = + (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + if (material.HasProperty("_EmissionEnabled") && !shouldEmissionBeEnabled) + shouldEmissionBeEnabled = material.GetFloat("_EmissionEnabled") >= 0.5f; + CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + + // Normal Map + if (material.HasProperty("_BumpMap")) + CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); + + UpdateMaterialSpecularSource(material); + } + + private static void UpdateMaterialSpecularSource(Material material) + { + var opaque = ((UnityEditor.BaseShaderGUI.SurfaceType)material.GetFloat("_Surface") == + UnityEditor.BaseShaderGUI.SurfaceType.Opaque); + SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecularHighlights"); + if (specSource == SpecularSource.NoSpecular) + { + CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false); + CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false); + CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); + } + else + { + + var smoothnessSource = (SmoothnessMapChannel)material.GetFloat("_SmoothnessSource"); + bool hasMap = material.GetTexture("_SpecGlossMap"); + CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasMap); + CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasMap); + if (opaque) + CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", smoothnessSource == SmoothnessMapChannel.AlbedoAlpha); + else + CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); + + string color; + if (smoothnessSource != SmoothnessMapChannel.AlbedoAlpha || !opaque) + color = "_SpecColor"; + else + color = "_BaseColor"; + + var col = material.GetColor(color); + col.a = material.GetFloat("_Smoothness"); + material.SetColor(color, col); + } + } + + public static void SetupMaterialBlendMode(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + bool alphaClip = false; + if (material.HasProperty("_AlphaClip")) + alphaClip = material.GetFloat("_AlphaClip") >= 0.5; + + if (alphaClip) + { + material.EnableKeyword("_ALPHATEST_ON"); + } + else + { + material.DisableKeyword("_ALPHATEST_ON"); + } + + if (material.HasProperty("_Surface")) + { + SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface"); + if (surfaceType == SurfaceType.Opaque) + { + if (alphaClip) + { + material.renderQueue = (int)RenderQueue.AlphaTest; + material.SetOverrideTag("RenderType", "TransparentCutout"); + } + else + { + material.renderQueue = (int)RenderQueue.Geometry; + material.SetOverrideTag("RenderType", "Opaque"); + } + + material.renderQueue += material.HasProperty("_QueueOffset") ? (int)material.GetFloat("_QueueOffset") : 0; + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.SetShaderPassEnabled("ShadowCaster", true); + } + else + { + BlendMode blendMode = (BlendMode)material.GetFloat("_Blend"); + + // Specific Transparent Mode Settings + switch (blendMode) + { + case BlendMode.Alpha: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Additive: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_ALPHAMODULATE_ON"); + break; + } + + // General Transparent Material Settings + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = (int)RenderQueue.Transparent; + material.renderQueue += material.HasProperty("_QueueOffset") ? (int)material.GetFloat("_QueueOffset") : 0; + material.SetShaderPassEnabled("ShadowCaster", false); + } + } + } +#endif + + private void DoBasicProModeToggleArea(Material material) + { + Rect rect2 = EditorGUILayout.BeginVertical(); + EditorGUILayout.Space(2); + rect2.width = rect2.width + rect2.x; + rect2.x = 0; + if (EditorGUIUtility.isProSkin) + { + Color lightBlue = new Color(0.0f, 0.0f, 0.0f, 1); + EditorUtils.DrawUILine(rect2, lightBlue, 1, 0); + } + else + { + Color lightBlue = new Color(0.6f, 0.8f, 2f, 1); + EditorUtils.DrawUILine(rect2, new Color(0.1f, 0.1f, 0.1f, 1f), 2, -8); + EditorUtils.DrawUILine(rect2, lightBlue, 1, -5); + } + + if (EditorGUIUtility.isProSkin) + { + ToonEditorUtils.DrawBox(rect2, new Color(1.5f, 1.5f,1.5f, 2f)); + } + + shadingMode.floatValue = GUILayout.Toolbar((int)shadingMode.floatValue, new string[] { "Basic Mode", "Pro Mode" }); + EditorGUILayout.Space(1); + Color lightBlue2 = new Color(0.5f, 0.6f, 0.7f, 1); + EditorUtils.DrawUILineBottom(rect2, lightBlue2); + EditorGUILayout.EndVertical(); + EditorGUILayout.Space(); + } + + //int selectedPreset = 0; + //Gradient gradient = new Gradient(); + + + //TODO + private void DoPresetsArea(Material material) + { + //Uncomment for TODO + ////EditorGUI.indentLevel += 1; + //showContentAreaPresets.floatValue = Convert.ToSingle(MakeTheToonShaderSectionHeaderWithFoldout("Presets", Convert.ToBoolean(showContentAreaPresets.floatValue))); + + ////EditorGUI.indentLevel -= 1; + + //presetsAnimBool.target = showContentAreaPresets.floatValue == 1; + //if (EditorGUILayout.BeginFadeGroup(presetsAnimBool.faded)) + //{ + // EditorGUILayout.LabelField("Coming Soon"); + // //Rect rect2 = EditorGUILayout.BeginHorizontal(); + + // //EditorGUILayout.LabelField("Select Preset"); + // //selectedPreset = EditorGUI.Popup(new Rect(rect2.x + rect2.width / 2, rect2.y, rect2.width / 2, rect2.height), selectedPreset, new[] { "a", "b", "c" }); + // //EditorGUILayout.EndHorizontal(); + + // //GUILayout.Button("Load"); + + // //gradient = EditorGUILayout.GradientField("Gradient", gradient); + + //} + //EditorGUILayout.EndFadeGroup(); + } + + + + private void InitializeToonShaderGeneratorData(RenderPipelineOptions rp) + { + toonShaderGenerator = new TheToonShaderGenerator(); + + toonShaderGenerator._ENABLE_TOON_SHADING = Convert.ToBoolean(enableToonShading.floatValue); + + //if (shadingFunction.floatValue == 0)// test if with int same perf + //{ + // toonShaderGenerator._SHADING_FUNCTION_CELLS = true; + //} + //else + //{ + // toonShaderGenerator._SHADING_FUNCTION_GRADIENT = true; + //} + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._LIGHT_SOURCE = (int)lightSource.floatValue; + } + + + if (enableToonShading.floatValue == 1) + { + toonShaderGenerator._SHADING_FUNCTION = (int)shadingFunction.floatValue; + + + + toonShaderGenerator._ENABLE_SHADOWS = Convert.ToBoolean(enableShadows.floatValue); + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + + bool terminatorPositionBool = terminatorPosition.floatValue == 0.0f ? false : true; + toonShaderGenerator._SHADING_TERMINATORPOSITION = terminatorPositionBool; + + toonShaderGenerator._ENABLE_CAST_SHADOWS = Convert.ToBoolean(enableCastShadows.floatValue); + } + toonShaderGenerator._ENABLE_SPECULAR = Convert.ToBoolean(enableSpecular.floatValue); + toonShaderGenerator._SPECULAR_BLENDING = (int)specularBlending.floatValue; + toonShaderGenerator._ENABLE_RIM = Convert.ToBoolean(enableRim.floatValue); + toonShaderGenerator._RIM_BLENDING = (int)rimBlending.floatValue; + + } + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._SUM_LIGHTS_BEFORE_POSTERIZATION = Convert.ToBoolean(sumLightsBeforePosterization.floatValue); + } + + toonShaderGenerator._SHADING_USE_LIGHT_COLORS = Convert.ToBoolean(shadingUseLightColors.floatValue); + toonShaderGenerator._SPECULAR_USE_LIGHT_COLORS = Convert.ToBoolean(specularUseLightColors.floatValue); + toonShaderGenerator._STYLING_SPECULAR_USE_LIGHT_COLORS = Convert.ToBoolean(stylingSpecularUseLightColors.floatValue); + + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._ENABLE_STYLING_DISTANCEFADE = Convert.ToBoolean(enableStylingDistanceFade.floatValue); + toonShaderGenerator._STYLING_CASTSHADOWS_SYNC_WITH_OTHER_STYLING = (int)stylingCastShadowsSyncWithOtherStyling.floatValue; + + } + + + + toonShaderGenerator._ENABLE_STYLING = Convert.ToBoolean(enableStyling.floatValue); + + + + toonShaderGenerator._ENABLE_SHADING_STYLING = Convert.ToBoolean(enableShadingStyling.floatValue); + if (enableShadingStyling.floatValue == 1) + { + toonShaderGenerator._SHADING_STYLING_BLENDING = (int)stylingShadingBlending.floatValue; + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._SHADING_STYLING_UVSET = (int)uvSet.floatValue; + } + + toonShaderGenerator._SHADING_STYLING_DRAWSPACE = (int)drawSpace.floatValue; + toonShaderGenerator._SHADING_STYLING_COORDINATESYSTEM = (int)coordinateSystem.floatValue; + toonShaderGenerator._SHADING_STYLE = (int)shadingStyle.floatValue; + + + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + bool terminatorPositionBool = stylingTerminatorPosition.floatValue == 0.0f ? false : true; + toonShaderGenerator._SHADING_STYLING_TERMINATORPOSITION = terminatorPositionBool; + } + if (syncWithLightPartitioning.floatValue == 1) + { + toonShaderGenerator._SHADING_STYLING_NUMBER_OF_CELLS_HATCHING = (int)numberOfCells.floatValue; + } + else + { + toonShaderGenerator._SHADING_STYLING_NUMBER_OF_CELLS_HATCHING = (int)numberOfCellsHatching.floatValue; + } + + + toonShaderGenerator._SHADING_STYLING_ENABLE_DASHES = Convert.ToBoolean(stylingShadingEnableDashes.floatValue); + if(stylingShadingEnableDashes.floatValue == 1) + { + toonShaderGenerator._SHADING_STYLING_DASHES_TYPE = (int)stylingShadingDashesType.floatValue; + } + + toonShaderGenerator._SHADING_STYLING_RANDOMIZER = Convert.ToBoolean(enableShadingRandomizer.floatValue); + + if (enableShadingRandomizer.floatValue == 1) + { + if (noiseIntensity.floatValue != 0) + { + toonShaderGenerator._SHADING_STYLING_RANDOMIZER_PERLIN = true; + } + + if ((thicknessRandomIntensity.floatValue != 0 && thicknessRandomMode.floatValue == 1) + || (spacingRandomIntensity.floatValue != 0 && spacingRandomMode.floatValue == 1) + || (lengthRandomIntensity.floatValue != 0 && lengthRandomMode.floatValue == 1) + || (hardnessRandomIntensity.floatValue != 0 && hardnessRandomMode.floatValue == 1) + || (opacityRandomIntensity.floatValue != 0 && opacityRandomMode.floatValue == 1) + ) + { + if(shadingStyle.floatValue == 0) + { + toonShaderGenerator._SHADING_STYLING_RANDOMIZER_PERLIN_FLOORED = true; + } + else if(shadingStyle.floatValue == 1) + { + toonShaderGenerator._SHADING_STYLING_RANDOMIZER_PERLIN = true; + } + } + + if (shadingStyle.floatValue == 0) + { + if ((thicknessRandomIntensity.floatValue != 0 && (thicknessRandomMode.floatValue == 0 || thicknessRandomMode.floatValue == 2)) + || (spacingRandomIntensity.floatValue != 0 && (spacingRandomMode.floatValue == 0 || spacingRandomMode.floatValue == 2)) + || (lengthRandomIntensity.floatValue != 0 && (lengthRandomMode.floatValue == 0 || lengthRandomMode.floatValue == 2)) + || (hardnessRandomIntensity.floatValue != 0 && (hardnessRandomMode.floatValue == 0 || hardnessRandomMode.floatValue == 2)) + || (opacityRandomIntensity.floatValue != 0 && (opacityRandomMode.floatValue == 0 || opacityRandomMode.floatValue == 2))) + { + toonShaderGenerator._SHADING_STYLING_RANDOMIZER_WHITE = true; + } + } + else if (shadingStyle.floatValue == 1) + { + if (lengthRandomMode.floatValue == 0 || lengthRandomMode.floatValue == 2) + { + toonShaderGenerator._SHADING_STYLING_RANDOMIZER_WHITE_FLOORED = true; + } + + if ((thicknessRandomIntensity.floatValue != 0 && (thicknessRandomMode.floatValue == 0 || thicknessRandomMode.floatValue == 2)) + || (spacingRandomIntensity.floatValue != 0 && (spacingRandomMode.floatValue == 0 || spacingRandomMode.floatValue == 2)) + || (hardnessRandomIntensity.floatValue != 0 && (hardnessRandomMode.floatValue == 0 || hardnessRandomMode.floatValue == 2)) + || (opacityRandomIntensity.floatValue != 0 && (opacityRandomMode.floatValue == 0 || opacityRandomMode.floatValue == 2))) + { + toonShaderGenerator._SHADING_STYLING_RANDOMIZER_WHITE = true; + } + } + } + } + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._ENABLE_CASTSHADOWS_STYLING = Convert.ToBoolean(enableCastShadowsStyling.floatValue); + if (enableCastShadowsStyling.floatValue == 1) + { + toonShaderGenerator._CASTSHADOWS_STYLING_BLENDING = (int)stylingCastShadowsBlending.floatValue; + toonShaderGenerator._CASTSHADOWS_STYLING_DRAWSPACE = (int)castShadowsDrawSpace.floatValue; + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._CASTSHADOWS_STYLING_UVSET = (int)castShadowsUVSet.floatValue; + } + + toonShaderGenerator._CASTSHADOWS_STYLING_COORDINATESYSTEM = (int)castShadowsCoordinateSystem.floatValue; + toonShaderGenerator._CASTSHADOWS_STYLE = (int)castShadowsStyle.floatValue; + + toonShaderGenerator._CASTSHADOWS_STYLING_NUMBER_OF_CELLS_HATCHING = (int)stylingCastShadowsNumberOfCellsHatching.floatValue; + + + toonShaderGenerator._CASTSHADOWS_STYLING_ENABLE_DASHES = Convert.ToBoolean(stylingCastShadowsEnableDashes.floatValue); + if (stylingCastShadowsEnableDashes.floatValue == 1) + { + toonShaderGenerator._CASTSHADOWS_STYLING_DASHES_TYPE = (int)stylingCastShadowsDashesType.floatValue; + } + + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER = Convert.ToBoolean(enableCastShadowsRandomizer.floatValue); + + + if (enableCastShadowsRandomizer.floatValue == 1) + { + if (noiseIntensityCastShadows.floatValue != 0) + { + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER_PERLIN = true; + } + + if ((thicknessRandomIntensityCastShadows.floatValue != 0 && thicknessRandomModeCastShadows.floatValue == 1) + || (spacingRandomIntensityCastShadows.floatValue != 0 && spacingRandomModeCastShadows.floatValue == 1) + || (lengthRandomIntensityCastShadows.floatValue != 0 && lengthRandomModeCastShadows.floatValue == 1) + || (hardnessRandomIntensityCastShadows.floatValue != 0 && hardnessRandomModeCastShadows.floatValue == 1) + || (opacityRandomIntensityCastShadows.floatValue != 0 && opacityRandomModeCastShadows.floatValue == 1) + ) + { + if (shadingStyle.floatValue == 0) + { + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER_PERLIN_FLOORED = true; + } + else if (shadingStyle.floatValue == 1) + { + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER_PERLIN = true; + } + } + + if (castShadowsStyle.floatValue == 0) + { + if ((thicknessRandomIntensityCastShadows.floatValue != 0 && (thicknessRandomModeCastShadows.floatValue == 0 || thicknessRandomModeCastShadows.floatValue == 2)) + || (spacingRandomIntensityCastShadows.floatValue != 0 && (spacingRandomModeCastShadows.floatValue == 0 || spacingRandomModeCastShadows.floatValue == 2)) + || (lengthRandomIntensityCastShadows.floatValue != 0 && (lengthRandomModeCastShadows.floatValue == 0 || lengthRandomModeCastShadows.floatValue == 2)) + || (hardnessRandomIntensityCastShadows.floatValue != 0 && (hardnessRandomModeCastShadows.floatValue == 0 || hardnessRandomModeCastShadows.floatValue == 2)) + || (opacityRandomIntensityCastShadows.floatValue != 0 && (opacityRandomModeCastShadows.floatValue == 0 || opacityRandomModeCastShadows.floatValue == 2))) + { + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER_WHITE = true; + } + } + else if (castShadowsStyle.floatValue == 1) + { + if (lengthRandomModeCastShadows.floatValue == 0 || lengthRandomModeCastShadows.floatValue == 2) + { + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER_WHITE_FLOORED = true; + } + + if ((thicknessRandomIntensityCastShadows.floatValue != 0 && (thicknessRandomModeCastShadows.floatValue == 0 || thicknessRandomModeCastShadows.floatValue == 2)) + || (spacingRandomIntensityCastShadows.floatValue != 0 && (spacingRandomModeCastShadows.floatValue == 0 || spacingRandomModeCastShadows.floatValue == 2)) + || (hardnessRandomIntensityCastShadows.floatValue != 0 && (hardnessRandomModeCastShadows.floatValue == 0 || hardnessRandomModeCastShadows.floatValue == 2)) + || (opacityRandomIntensityCastShadows.floatValue != 0 && (opacityRandomModeCastShadows.floatValue == 0 || opacityRandomModeCastShadows.floatValue == 2))) + { + toonShaderGenerator._CASTSHADOWS_STYLING_RANDOMIZER_WHITE = true; + } + } + } + } + + } + + toonShaderGenerator._ENABLE_SPECULAR_STYLING = Convert.ToBoolean(enableSpecularStyling.floatValue); + if (enableSpecularStyling.floatValue == 1) + { + toonShaderGenerator._SPECULAR_STYLING_BLENDING = (int)stylingSpecularBlending.floatValue; + toonShaderGenerator._SPECULAR_STYLING_DRAWSPACE = (int)specularDrawSpace.floatValue; + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._SPECULAR_STYLING_UVSET = (int)specularUVSet.floatValue; + } + + toonShaderGenerator._SPECULAR_STYLING_COORDINATESYSTEM = (int)specularCoordinateSystem.floatValue; + toonShaderGenerator._SPECULAR_STYLE = (int)specularStyle.floatValue; + + + toonShaderGenerator._SPECULAR_STYLING_ENABLE_DASHES = Convert.ToBoolean(stylingSpecularEnableDashes.floatValue); + if (stylingSpecularEnableDashes.floatValue == 1) + { + toonShaderGenerator._SPECULAR_STYLING_DASHES_TYPE = (int)stylingSpecularDashesType.floatValue; + } + + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER = Convert.ToBoolean(enableSpecularRandomizer.floatValue); + + if (enableSpecularRandomizer.floatValue == 1) + { + if (noiseIntensitySpecular.floatValue != 0) + { + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER_PERLIN = true; + } + + if ((thicknessRandomIntensitySpecular.floatValue != 0 && thicknessRandomModeSpecular.floatValue == 1) + || (spacingRandomIntensitySpecular.floatValue != 0 && spacingRandomModeSpecular.floatValue == 1) + || (lengthRandomIntensitySpecular.floatValue != 0 && lengthRandomModeSpecular.floatValue == 1) + || (hardnessRandomIntensitySpecular.floatValue != 0 && hardnessRandomModeSpecular.floatValue == 1) + || (opacityRandomIntensitySpecular.floatValue != 0 && opacityRandomModeSpecular.floatValue == 1) + ) + { + + if (shadingStyle.floatValue == 0) + { + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER_PERLIN_FLOORED = true; + } + else if (shadingStyle.floatValue == 1) + { + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER_PERLIN = true; + } + + } + + if (specularStyle.floatValue == 0) + { + if ((thicknessRandomIntensitySpecular.floatValue != 0 && (thicknessRandomModeSpecular.floatValue == 0 || thicknessRandomModeSpecular.floatValue == 2)) + || (spacingRandomIntensitySpecular.floatValue != 0 && (spacingRandomModeSpecular.floatValue == 0 || spacingRandomModeSpecular.floatValue == 2)) + || (lengthRandomIntensitySpecular.floatValue != 0 && (lengthRandomModeSpecular.floatValue == 0 || lengthRandomModeSpecular.floatValue == 2)) + || (hardnessRandomIntensitySpecular.floatValue != 0 && (hardnessRandomModeSpecular.floatValue == 0 || hardnessRandomModeSpecular.floatValue == 2)) + || (opacityRandomIntensitySpecular.floatValue != 0 && (opacityRandomModeSpecular.floatValue == 0 || opacityRandomModeSpecular.floatValue == 2))) + { + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER_WHITE = true; + } + } + else if (specularStyle.floatValue == 1) + { + if (lengthRandomModeSpecular.floatValue == 0 || lengthRandomModeSpecular.floatValue == 2) + { + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER_WHITE_FLOORED = true; + } + + if ((thicknessRandomIntensitySpecular.floatValue != 0 && (thicknessRandomModeSpecular.floatValue == 0 || thicknessRandomModeSpecular.floatValue == 2)) + || (spacingRandomIntensitySpecular.floatValue != 0 && (spacingRandomModeSpecular.floatValue == 0 || spacingRandomModeSpecular.floatValue == 2)) + || (hardnessRandomIntensitySpecular.floatValue != 0 && (hardnessRandomModeSpecular.floatValue == 0 || hardnessRandomModeSpecular.floatValue == 2)) + || (opacityRandomIntensitySpecular.floatValue != 0 && (opacityRandomModeSpecular.floatValue == 0 || opacityRandomModeSpecular.floatValue == 2))) + { + toonShaderGenerator._SPECULAR_STYLING_RANDOMIZER_WHITE = true; + } + } + } + } + + + + toonShaderGenerator._ENABLE_RIM_STYLING = Convert.ToBoolean(enableRimStyling.floatValue); + + if (enableRimStyling.floatValue == 1) + { + toonShaderGenerator._RIM_STYLING_BLENDING = (int)stylingRimBlending.floatValue; + toonShaderGenerator._RIM_STYLING_DRAWSPACE = (int)rimDrawSpace.floatValue; + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + toonShaderGenerator._RIM_STYLING_UVSET = (int)rimUVSet.floatValue; + } + + + toonShaderGenerator._RIM_STYLING_COORDINATESYSTEM = (int)rimCoordinateSystem.floatValue; + toonShaderGenerator._RIM_STYLE = (int)rimStyle.floatValue; + + + toonShaderGenerator._RIM_STYLING_ENABLE_DASHES = Convert.ToBoolean(stylingRimEnableDashes.floatValue); + if (stylingRimEnableDashes.floatValue == 1) + { + toonShaderGenerator._RIM_STYLING_DASHES_TYPE = (int)stylingRimDashesType.floatValue; + } + + + toonShaderGenerator._RIM_STYLING_RANDOMIZER = Convert.ToBoolean(enableRimRandomizer.floatValue); + + + if (enableRimRandomizer.floatValue == 1) + { + if (noiseIntensityRim.floatValue != 0) + { + toonShaderGenerator._RIM_STYLING_RANDOMIZER_PERLIN = true; + } + + if ((thicknessRandomIntensityRim.floatValue != 0 && thicknessRandomModeRim.floatValue == 1) + || (spacingRandomIntensityRim.floatValue != 0 && spacingRandomModeRim.floatValue == 1) + || (lengthRandomIntensityRim.floatValue != 0 && lengthRandomModeRim.floatValue == 1) + || (hardnessRandomIntensityRim.floatValue != 0 && hardnessRandomModeRim.floatValue == 1) + || (opacityRandomIntensityRim.floatValue != 0 && opacityRandomModeRim.floatValue == 1) + ) + { + + + if (shadingStyle.floatValue == 0) + { + toonShaderGenerator._RIM_STYLING_RANDOMIZER_PERLIN_FLOORED = true; + } + else if (shadingStyle.floatValue == 1) + { + toonShaderGenerator._RIM_STYLING_RANDOMIZER_PERLIN = true; + } + + } + + if (rimStyle.floatValue == 0) + { + if ((thicknessRandomIntensityRim.floatValue != 0 && (thicknessRandomModeRim.floatValue == 0 || thicknessRandomModeRim.floatValue == 2)) + || (spacingRandomIntensityRim.floatValue != 0 && (spacingRandomModeRim.floatValue == 0 || spacingRandomModeRim.floatValue == 2)) + || (lengthRandomIntensityRim.floatValue != 0 && (lengthRandomModeRim.floatValue == 0 || lengthRandomModeRim.floatValue == 2)) + || (hardnessRandomIntensityRim.floatValue != 0 && (hardnessRandomModeRim.floatValue == 0 || hardnessRandomModeRim.floatValue == 2)) + || (opacityRandomIntensityRim.floatValue != 0 && (opacityRandomModeRim.floatValue == 0 || opacityRandomModeRim.floatValue == 2))) + { + toonShaderGenerator._RIM_STYLING_RANDOMIZER_WHITE = true; + } + } + else if (rimStyle.floatValue == 1) + { + if (lengthRandomModeRim.floatValue == 0 || lengthRandomModeRim.floatValue == 2) + { + toonShaderGenerator._RIM_STYLING_RANDOMIZER_WHITE_FLOORED = true; + } + + if ((thicknessRandomIntensityRim.floatValue != 0 && (thicknessRandomModeRim.floatValue == 0 || thicknessRandomModeRim.floatValue == 2)) + || (spacingRandomIntensityRim.floatValue != 0 && (spacingRandomModeRim.floatValue == 0 || spacingRandomModeRim.floatValue == 2)) + || (hardnessRandomIntensityRim.floatValue != 0 && (hardnessRandomModeRim.floatValue == 0 || hardnessRandomModeRim.floatValue == 2)) + || (opacityRandomIntensityRim.floatValue != 0 && (opacityRandomModeRim.floatValue == 0 || opacityRandomModeRim.floatValue == 2))) + { + toonShaderGenerator._RIM_STYLING_RANDOMIZER_WHITE = true; + } + } + } + + } + + + toonShaderGenerator._ENABLE_OUTLINE = Convert.ToBoolean(enableOutline.floatValue); + +#if USING_URP2D + if(IsToon2DShader()) + { + toonShaderGenerator._MAX_LIGHT_COUNT = (int)maxLightCount.floatValue; + toonShaderGenerator._CELL_METHOD = (int)cellMethod.floatValue; + toonShaderGenerator._ENABLE_MAINTEX_POSTERIZATION = Convert.ToBoolean(enableMainTexPosterization.floatValue); + + toonShaderGenerator._EMISSION = Convert.ToBoolean(enableEmission.floatValue); + toonShaderGenerator._NORMALMAP = Convert.ToBoolean(enableNormalMap.floatValue); + + toonShaderGenerator._USE_MAINTEX = Convert.ToBoolean(useMainTex.floatValue); + + toonShaderGenerator._CONVERT_NORMAL_TO_ALBEDO = Convert.ToBoolean(convertNormalToAlbedo.floatValue) && Convert.ToBoolean(normalToAlbedoConversionVector.vectorValue.w != 0); + + toonShaderGenerator._USE_CORE_SHADOW_COLOR = Convert.ToBoolean(useCoreShadowColor.floatValue); + toonShaderGenerator._ENABLE_LIGHT_PARTITIONING = Convert.ToBoolean(enableLightPartitioning.floatValue); + toonShaderGenerator._ROUND_METHOD = (int)roundingMethod.floatValue; + } +#endif + + + } + + + private void DoPerformanceArea(Material material, MaterialProperty[] properties) + { + + + m_PerformanceAreaFoldout.value = ToonEditorUtils.MakeTheToonShaderSectionHeaderWithFoldout("Performance", m_PerformanceAreaFoldout.value); + + performanceAnimBool.target = m_PerformanceAreaFoldout.value == true; + if (EditorGUILayout.BeginFadeGroup(performanceAnimBool.faded)) + { + + + bool is2022OrNewer = false; + +#if UNITY_2022_1_OR_NEWER + is2022OrNewer = true; +#endif + if (is2022OrNewer || !IsToon2DShader()) + { + + //if (isOptimized.floatValue == 0) + if (!TheToonShaderGenerator.CheckIfShaderIsAlreadyOptimizedPropertyBased(material)) + { + GUIStyle labelStyle = new GUIStyle(EditorStyles.wordWrappedLabel); + labelStyle.richText = true; + string label = "The shader of this material is currently not optimized. To get the most performance," + + " you can press \"Optimize\". This will generate a shader fitting this material's property settings."; + EditorGUILayout.LabelField(label, labelStyle); + EditorGUILayout.Space(2); + + if (GUILayout.Button("Optimize")) + { + //toonShaderGenerator = new TheToonShaderGenerator(); + if (toonShaderGenerator != null && ShaderUtils.IsNativeTTSShader(material.shader)) + { + Shader shader = toonShaderGenerator.GenerateOptimizedShaderFile(material); + if (shader != null) + { + material.shader = shader; + + //isOptimized.floatValue = 1; + if (material.HasProperty("_IsOptimized")) + { + isOptimized = MaterialEditor.GetMaterialProperty(new UnityEngine.Object[] { material }, "_IsOptimized"); + } + + } + } + else + { + string logString = ""; + logString = "Material \"" + material.name + "\" with shader \"" + material.shader + "\" couldn't be optimized. Reason: "; + if (toonShaderGenerator == null) + { + logString += "ToonShaderGenerator is null. "; + } + if (!ShaderUtils.IsNativeTTSShader(material.shader)) + { + logString += material.shader + " is not a native shader"; + } + Debug.Log(logString); + } + + + } + + + } + else + { + GUIStyle labelStyle = new GUIStyle(EditorStyles.wordWrappedLabel); + labelStyle.richText = true; + EditorGUILayout.LabelField("The shader " + material.shader.name + " is optimized for the selected property values." + + "\n To be able to change all the settings you have to change back to the unoptimized shader!", labelStyle); + EditorGUILayout.Space(2); + if (GUILayout.Button("Change back to original shader")) + { + isOptimized = null; + + + // doesnt work if shader is optimized from the beginning + //if (originalShaderName != null && originalShaderName.value != null && !originalShaderName.value.Equals("")) + //{ + // Shader originalShader = Shader.Find(originalShaderName.value); + // if (originalShader != null) + // { + // material.shader = originalShader; + // } + //} + // safer? + + + Shader originalShader = FindCorrectShader(material); + if (originalShader != null) + { + material.shader = originalShader; + } + + } + } + DisableGUIIfOptimizedShader(); + + + if (IsToon2DShader()) + { + maxLightCount.floatValue = maxLightCount.floatValue = EditorGUILayout.IntSlider("Maximum Light Count", (int)maxLightCount.floatValue, 1, 32); + } + //if (EditorGUI.EndChangeCheck()) + //{ + //} + + + EditorGUI.BeginChangeCheck(); + //noiseTextureQuality.floatValue = (int)(TextureQuality)EditorGUILayout.EnumPopup("Noise Texture Quality", (TextureQuality)noiseTextureQuality.floatValue); + noiseTextureQuality.floatValue = DrawEnumPopupithTooltip(noiseTextureQuality, "Noise Texture Quality"); + if (EditorGUI.EndChangeCheck()) + { + string quality = ""; + if ((TextureQuality)noiseTextureQuality.floatValue == TextureQuality.High) + { + quality = "_High"; + } + else if ((TextureQuality)noiseTextureQuality.floatValue == TextureQuality.Mid) + { + quality = "_Medium"; + } + else if ((TextureQuality)noiseTextureQuality.floatValue == TextureQuality.Low) + { + quality = "_Low"; + } + else + { + quality = "_UltraLow"; + } + + string perlinNoiseTexName = "PerlinNoise" + quality; + Texture2D texturePerlin = Resources.Load("NoiseTextures/" + perlinNoiseTexName, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texturePerlin, true); + noiseMap1.textureValue = texturePerlin; + + + //string whiteNoiseTexName = "WhiteNoise" + quality; + //Texture2D texture = Resources.Load("NoiseTextures/" + whiteNoiseTexName, typeof(Texture2D)) as Texture2D; + //SetTextureImporterFormat(texture, true); + //noiseMap2.textureValue = texture; + } + + + } + else + { + GUIStyle labelStyle = new GUIStyle(EditorStyles.wordWrappedLabel); + labelStyle.richText = true; + EditorGUILayout.LabelField("The Optimizer Feature currently only works with Unity 2022 and above!", labelStyle); + } + + + } + GUI.enabled = true; + + + EditorGUILayout.EndFadeGroup(); + } + + + + #region SurfaceOptionsAndInputFunctions + ////////////////////////////////////////// + // SurfaceOptionsAndInputFunctions Main // + ////////////////////////////////////////// + +#if USING_URP + // SurfaceOptionsAndInputFunctions Helper // + #region SurfaceOptionsAndInputFunctions Helper + public void DoPopup(GUIContent label, MaterialProperty property, string[] options) + { + DoPopup(label, property, options, materialEditor); + } + + public static void DoPopup(GUIContent label, MaterialProperty property, string[] options, MaterialEditor materialEditor) + { + if (property == null) + throw new ArgumentNullException("property"); + + EditorGUI.showMixedValue = property.hasMixedValue; + + var mode = property.floatValue; + EditorGUI.BeginChangeCheck(); + mode = EditorGUILayout.Popup(label, (int)mode, options); + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(label.text); + property.floatValue = mode; + } + + EditorGUI.showMixedValue = false; + } + + public virtual void DrawSurfaceOptions(Material material) + { + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + GUI.enabled = false; // TODO + DoPopup(Styles.surfaceType, surfaceTypeProp, Enum.GetNames(typeof(SurfaceType))); + if ((SurfaceType)material.GetFloat("_Surface") == SurfaceType.Transparent) + DoPopup(Styles.blendingMode, blendModeProp, Enum.GetNames(typeof(BlendMode))); + + + //In case the material was transparent beforehand + if ((SurfaceType)material.GetFloat("_Surface") == SurfaceType.Transparent) + { + material.SetFloat("_Surface", (float)SurfaceType.Opaque); + material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT"); + surfaceTypeProp.floatValue = 0.0f; + + SetupMaterialBlendMode(material); + + } + GUI.enabled = true; + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = cullingProp.hasMixedValue; + var culling = (RenderFace)cullingProp.floatValue; + culling = (RenderFace)EditorGUILayout.EnumPopup(Styles.cullingText, culling); + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(Styles.cullingText.text); + cullingProp.floatValue = (float)culling; + material.doubleSidedGI = (RenderFace)cullingProp.floatValue != RenderFace.Front; + } + + EditorGUI.showMixedValue = false; + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = alphaClipProp.hasMixedValue; + var alphaClipEnabled = EditorGUILayout.Toggle(Styles.alphaClipText, alphaClipProp.floatValue == 1); + if (EditorGUI.EndChangeCheck()) + alphaClipProp.floatValue = alphaClipEnabled ? 1 : 0; + EditorGUI.showMixedValue = false; + + if (alphaClipProp.floatValue == 1) + materialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, 1); + + if (receiveShadowsProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = receiveShadowsProp.hasMixedValue; + var receiveShadows = + EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f); + if (EditorGUI.EndChangeCheck()) + receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f; + EditorGUI.showMixedValue = false; + } + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendModeProp.targets) + MaterialChanged((Material)obj); + } + } + + + public virtual void DrawBaseProperties(Material material) + { + if (baseMapProp != null && baseColorProp != null) // Draw the baseMap, most shader will have at least a baseMap + { + materialEditor.TexturePropertySingleLine(Styles.baseMap, baseMapProp, baseColorProp); + //// TODO Temporary fix for lightmapping, to be replaced with attribute tag. + //if (material.HasProperty("_MainTex")) + //{ + // material.SetTexture("_MainTex", baseMapProp.textureValue); + // var baseMapTiling = baseMapProp.textureScaleAndOffset; + // material.SetTextureScale("_MainTex", new Vector2(baseMapTiling.x, baseMapTiling.y)); + // material.SetTextureOffset("_MainTex", new Vector2(baseMapTiling.z, baseMapTiling.w)); + //} + } + } + + private void DrawNormalArea() + { + if (bumpScaleProp != null) + { + materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp, (bumpMapProp.textureValue != null) ? bumpScaleProp : null); + if (bumpScaleProp.floatValue != 1f && InternalEditorUtility.IsMobilePlatform(EditorUserBuildSettings.activeBuildTarget) && materialEditor.HelpBoxWithButton(Styles.bumpScaleNotSupported, Styles.fixNormalNow)) + { + bumpScaleProp.floatValue = 1f; + } + } + else + { + materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp); + } + } + + protected virtual void DrawEmissionProperties(Material material, bool keyword) + { + var emissive = true; + var hadEmissionTexture = emissionMapProp.textureValue != null; + + if (!keyword) + { + materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, emissionColorProp, + false); + } + else + { + // Emission for GI? + emissive = materialEditor.EmissionEnabledProperty(); + + EditorGUI.BeginDisabledGroup(!emissive); + { + // Texture and HDR color controls + materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, + emissionColorProp, + false); + } + EditorGUI.EndDisabledGroup(); + } + + // If texture was assigned and color was black set color to white + var brightness = emissionColorProp.colorValue.maxColorComponent; + if (emissionMapProp.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorProp.colorValue = Color.white; + + // UniversalRP does not support RealtimeEmissive. We set it to bake emissive and handle the emissive is black right. + if (emissive) + { + var oldFlags = material.globalIlluminationFlags; + var newFlags = MaterialGlobalIlluminationFlags.BakedEmissive; + + if (brightness <= 0f) + newFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + if (newFlags != oldFlags) + material.globalIlluminationFlags = newFlags; + } + } + protected static void DrawTileOffset(MaterialEditor materialEditor, MaterialProperty textureProp) + { + materialEditor.TextureScaleOffsetProperty(textureProp); + } + + + public static void DoSpecularAreaBlinnPhong(SimpleLitProperties properties, MaterialEditor materialEditor, Material material) + { + SpecularSource specSource = (SpecularSource)properties.specHighlights.floatValue; + EditorGUI.BeginDisabledGroup(specSource == SpecularSource.NoSpecular); + UnityEditor.BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap, properties.specColor, true); +#if !UNITY_2021_1_OR_NEWER + DoSmoothness(properties, material); +#else + LitGUI.DoSmoothness(materialEditor, material, properties.smoothness, properties.smoothnessMapChannel, LitGUI.Styles.specularSmoothnessChannelNames); +#endif + //DoSmoothness(properties, material); + EditorGUI.EndDisabledGroup(); + } + +#if !UNITY_2021_1_OR_NEWER + + public static void DoSmoothness(SimpleLitProperties properties, Material material) + { + var opaque = ((BaseShaderGUI.SurfaceType)material.GetFloat("_Surface") == + BaseShaderGUI.SurfaceType.Opaque); + EditorGUI.indentLevel += 2; + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = properties.smoothness.hasMixedValue; + var smoothnessSource = (int)properties.smoothnessMapChannel.floatValue; + var smoothness = properties.smoothness.floatValue; + smoothness = EditorGUILayout.Slider(Styles.smoothnessText, smoothness, 0f, 1f); + if (EditorGUI.EndChangeCheck()) + { + properties.smoothness.floatValue = smoothness; + } + EditorGUI.showMixedValue = false; + + EditorGUI.indentLevel++; + EditorGUI.BeginDisabledGroup(!opaque); + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = properties.smoothnessMapChannel.hasMixedValue; + if (opaque) + smoothnessSource = EditorGUILayout.Popup(Styles.smoothnessMapChannelText, smoothnessSource, Enum.GetNames(typeof(SmoothnessMapChannel))); + else + EditorGUILayout.Popup(Styles.smoothnessMapChannelText, 0, Enum.GetNames(typeof(SmoothnessMapChannel))); + if (EditorGUI.EndChangeCheck()) + properties.smoothnessMapChannel.floatValue = smoothnessSource; + EditorGUI.showMixedValue = false; + EditorGUI.indentLevel -= 3; + EditorGUI.EndDisabledGroup(); + } +#endif + + + public virtual void DrawSurfaceInputs2D(Material material) + { + //EditorGUI.BeginChangeCheck(); + { + //GUI.enabled = false; + //materialEditor.TexturePropertySingleLine(Styles.baseMap, baseMapProp, baseColorProp); + ////materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp); + //GUI.enabled = true; + ////DrawNormalArea(); + + //GUI.enabled = false; + //materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp); + //GUI.enabled = true; + + EditorGUILayout.HelpBox("In URP2D, when using the Sprite Renderer, you have to set the textures via the Sprite Editor. This shader has support for _NormalMap and _EmissionMap." + + "\nIn case your NormalMap is called something else you can change it in the ShaderGraph itself(unoptimized shader). ", MessageType.Info); + DisableGUIIfOptimizedShader(); + + + materialEditor.ShaderProperty(useMainTex, "Use MainTex"); + + if(useMainTex.floatValue == 1) + { + materialEditor.ShaderProperty(baseColorProp, "Tint"); + } else + { + materialEditor.ShaderProperty(baseColorProp, "Color"); + } + + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + + materialEditor.ShaderProperty(enableNormalMap, "Enable NormalMap"); + GUI.enabled = true; + if (bumpScaleProp != null && enableNormalMap.floatValue == 1) // && bumpMapProp.textureValue != null) + { + materialEditor.ShaderProperty(bumpScaleProp, Styles.normalMapScaleText); + + if (bumpScaleProp.floatValue != 1f && + InternalEditorUtility.IsMobilePlatform(EditorUserBuildSettings.activeBuildTarget) && + materialEditor.HelpBoxWithButton(Styles.bumpScaleNotSupported, Styles.fixNormalNow)) + { + bumpScaleProp.floatValue = 1f; + } + + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + EditorGUILayout.Space(); + + //materialEditor.ShaderProperty(convertNormalToAlbedo, "Add Grayscale NormalMap to Albedo"); + string AlbedoLight = "Light"; + if(enableToonShading.floatValue == 0) + { + AlbedoLight = "Albedo"; + } + convertNormalToAlbedo.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Add Grayscale NormalMap to " + AlbedoLight , Convert.ToBoolean(convertNormalToAlbedo.floatValue))); + if (convertNormalToAlbedo.floatValue == 1) + { + Vector3 vector3 = Vector3.zero; + EditorGUILayout.LabelField("Levels"); + float xC = EditorGUILayout.Slider("X - Red(Left/Right)", normalToAlbedoConversionVector.vectorValue.x, 0, 2); + float yC = EditorGUILayout.Slider("Y - Green(Up/Down)", normalToAlbedoConversionVector.vectorValue.y, 0, 2); + float zC = EditorGUILayout.Slider("Z - Blue(Forward/Backward)", normalToAlbedoConversionVector.vectorValue.z, 0, 2); + float wC = EditorGUILayout.Slider("Contrast", normalToAlbedoConversionVector.vectorValue.w, 0, 2); + normalToAlbedoConversionVector.vectorValue = new Vector4(xC, yC, zC, wC); + + //materialEditor.RangeProperty(normalToAlbedoConversionVector.vectorValue.x, "Levels"); + } + } + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + + DisableGUIIfOptimizedShader(); + materialEditor.ShaderProperty(enableEmission, "Enable Emission"); + GUI.enabled = true; + if (enableEmission.floatValue == 1) + { + //GUI.enabled = false; + //materialEditor.TexturePropertySingleLine(new GUIContent("Emission Map"), emissionMapProp); + //GUI.enabled = true; + + materialEditor.ShaderProperty(emissionColorProp, new GUIContent("Emission Color")); + } + + + } + //if (EditorGUI.EndChangeCheck()) + //{ + // //foreach (var obj in blendModeProp.targets) + // MaterialChanged(material); + //} +} + + public virtual void DrawSurfaceInputs(Material material) + { + EditorGUI.BeginChangeCheck(); + { + DrawBaseProperties(material); + + if(shadingMode.floatValue == 1 && lightFunction.floatValue == 0 || lightFunction.floatValue == 2)//URP 2020 BlinnPhong / SimpleLit: + { + Advanced(shadingModelProperties); + DoSpecularAreaBlinnPhong(shadingModelProperties, materialEditor, material); + } + else + { + if(baseMapProp != null && baseMapProp.textureValue != null) + { + EditorGUI.indentLevel += 2; + //materialEditor.ShaderProperty(useAlphaOnlyFromBaseMap, "Use Alpha only"); + DrawShaderPropertyWithTooltip(useAlphaOnlyFromBaseMap, "Use Alpha only"); + EditorGUI.indentLevel -= 2; + } + } + + DrawNormalArea(); + + //if (occlusionMap != null) + //{ + // materialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, (occlusionMap.textureValue != null) ? occlusionStrength : null); + //} + + DrawEmissionProperties(material, true); + DrawTileOffset(materialEditor, baseMapProp); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendModeProp.targets) + MaterialChanged((Material)obj); + } + } + +#endregion +#endif + + + private void DoSurfaceInputsAndOptionsArea(Material material, MaterialProperty[] properties) + { + + + + //showContentAreaSurfaceInputsAndOptions.floatValue = Convert.ToSingle(MakeTheToonShaderSectionHeaderWithFoldout("Surface Options and Inputs", Convert.ToBoolean(showContentAreaSurfaceInputsAndOptions.floatValue))); + m_SurfaceInputsAndOptionsAreaFoldout.value = ToonEditorUtils.MakeTheToonShaderSectionHeaderWithFoldout("Surface Options and Inputs", m_SurfaceInputsAndOptionsAreaFoldout.value); + + surfaceOptionsAndInputsAnimBool.target = m_SurfaceInputsAndOptionsAreaFoldout.value == true; + if (EditorGUILayout.BeginFadeGroup(surfaceOptionsAndInputsAnimBool.faded)) + { + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUILayout.Space(); + if(shadingMode.floatValue == 0 && rp == RenderPipelineOptions.URP) // TODO: add for light based later and BiRP + { + //lightSource.floatValue = (int)(LightSource)EditorGUILayout.EnumPopup("Light Source", (LightSource)lightSource.floatValue); + lightSource.floatValue = DrawEnumPopupithTooltip(lightSource, "Light Source"); + } + if (rp == RenderPipelineOptions.BiRP)// TODO: add for BiRP later + { + lightSource.floatValue = 0; + } + + EditorGUI.BeginChangeCheck(); + shadingMode.floatValue = GUILayout.Toolbar((int)shadingMode.floatValue, new string[] { "Color Based", "Light Based" }); + if (EditorGUI.EndChangeCheck()) + { + SetMaterialKeywordsToon(material); + } + + + if (shadingMode.floatValue == 1) + { + EditorGUI.indentLevel += 1; + if (rp == RenderPipelineOptions.URP) + { + EditorGUILayout.Space(); + EditorGUI.BeginChangeCheck(); +#if USING_URP + //lightFunction.floatValue = (int)(LightFunction)EditorGUILayout.EnumPopup("Light Function", (LightFunction)lightFunction.floatValue); + lightFunction.floatValue = DrawEnumPopupithTooltip(lightFunction, "Light Function"); +#endif + if (EditorGUI.EndChangeCheck()) + { + SetMaterialKeywordsToon(material); + } + EditorGUILayout.Space(); + + } + else if (rp == RenderPipelineOptions.BiRP) + { + lightFunction.floatValue = (float)LightFunction.PBR; + } + + //if(lightFunction.floatValue == 2) + //{ + // materialEditor.ShaderProperty(lightFunctionLerpValue, "Mix Ratio"); + + //} + + EditorGUI.indentLevel -= 1; + } + } + + EditorGUILayout.Space(); + if (rp == RenderPipelineOptions.BiRP) + { + biRPLightingGUI.BiRPShaderPropertiesGUI(material, (GeneralShadingMode)shadingMode.floatValue, (LightFunction)lightFunction.floatValue); + } + else if (rp == RenderPipelineOptions.URP) + { +#if USING_URP + if (shadingMode.floatValue == 1 && lightFunction.floatValue == 1) // PBR + { + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + LitShader.OnGUI(materialEditor, properties); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendModeProp.targets) + MaterialChanged((Material)obj); + } + + + + } + else + { + m_SurfaceOptionsFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.SurfaceOptions, m_SurfaceOptionsFoldout.value); + + if (m_SurfaceOptionsFoldout.value) + { + DrawSurfaceOptions(material); + EditorGUILayout.Space(); + } + + + m_SurfaceInputsFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.SurfaceInputs, m_SurfaceInputsFoldout.value); + + if (m_SurfaceInputsFoldout.value) + { + DrawSurfaceInputs(material); + EditorGUILayout.Space(); + } + } + + } else if (rp == RenderPipelineOptions.URP2D && IsToon2DShader()) + { + DrawSurfaceInputs2D(material); +#endif + } + + + } + + EditorGUILayout.EndFadeGroup(); + + } +#endregion + + + public GradientSO gradientSO; + public GradientSO gradientSOShadow; + Texture2D gradientTexture; + //Gradient gradient = new Gradient(); + + readonly int gradientTextureResolution = 512; //make optional? + + + private void GradientSetup() + { + if (enableToonShading.floatValue == 1 && (GeneralShadingFunction)shadingFunction.floatValue == GeneralShadingFunction.Gradient) + { + if (gradientTexture == null) + { + //gradientTexture = new Texture2D(gradientTextureResolution, 1, TextureFormat.RGBA32, true, true); + gradientTexture = new Texture2D(gradientTextureResolution, 1, TextureFormat.RGBA32, true, false); + } + + CreateInitialTexture(materialEditor.target as Material); + + RefreshGradientSO(ref gradientSO, GradientTyp.Light); + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + if ((GradientMode)gradientMode.floatValue == GradientMode.Separated) + { + RefreshGradientSO(ref gradientSOShadow, GradientTyp.Shadow); + } + } + UpdateGradientTexture(materialEditor.target as Material); + } + } + + enum GradientTyp + { + Light = 0, + Shadow = 1, + } + private void RefreshGradientSO(ref GradientSO gradientSOTMP, GradientTyp gradientTyp) + { + if (gradientSOTMP == null) + { + string materialName = (materialEditor.target as Material).name; + materialName = materialName.Replace("/", "_"); + string nameSO = materialName.Replace("/", "_"); + nameSO += gradientTyp.ToString(); + gradientSOTMP = Resources.Load("GradientScriptableObjects/" + nameSO); + + if (gradientSOTMP == null) + { + gradientSOTMP = ScriptableObject.CreateInstance(); + gradientSOTMP.gradient = new Gradient(); + + //string dataPathWithoutAssets = Application.dataPath; + //if (dataPathWithoutAssets.EndsWith("/Assets")) + //{ + // dataPathWithoutAssets = dataPathWithoutAssets.Substring(0, dataPathWithoutAssets.LastIndexOf("/Assets")); + //} + //string dirPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/Resources/GradientScriptableObjects/"; + + string dirPath; + if (IsToon2DShader()) + { + dirPath = "Packages/com.shadercrew.the-toon-shader.2d/Scripts/Editor/Resources/GradientScriptableObjects/"; //relative path needed for AssetDatabase.CreateAsset() + } + else + { + dirPath = "Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Resources/GradientScriptableObjects/"; //relative path needed for AssetDatabase.CreateAsset() + } + + //string dirPath = "Assets/TheToonShader/Resources/GradientScriptableObjects/"; + + if (!Directory.Exists(dirPath)) + { + Directory.CreateDirectory(dirPath); + } + AssetDatabase.CreateAsset(gradientSOTMP, dirPath + nameSO + ".asset"); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + Debug.Log("ScriptableObject for material " + materialName + " doesn't exist. ScriptableObject " + nameSO + ".asset was created."); + //gradientSOTMP = Resources.Load("GradientScriptableObjects/" + nameSO); + } + else + { + if (!gradientSOTMP.isBakedToTexture) + { + SaveTexture(materialEditor.target as Material); + Texture2D texture = Resources.Load("Gradients/" + materialName, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texture, true); + gradientTex.textureValue = texture; + gradientSOTMP.isBakedToTexture = true; + EditorUtility.SetDirty(gradientSOTMP); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + else + { + Texture2D texture = Resources.Load("Gradients/" + materialName, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texture, true); + gradientTex.textureValue = texture; + EditorUtility.SetDirty(gradientSOTMP); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + } + } + + //return gradientSO; + } + + public void CreateInitialTexture(Material material) + { + if (gradientTexture != null) + { + string dataPathWithoutAssets = Application.dataPath; + if (dataPathWithoutAssets.EndsWith("/Assets")) + { + dataPathWithoutAssets = dataPathWithoutAssets.Substring(0, dataPathWithoutAssets.LastIndexOf("/Assets")); + } + + string dirPath; + if (IsToon2DShader()) + { + dirPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.2d/Scripts/Resources/Gradients/"; + } + else + { + dirPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/Gradients/"; + } + + //string dirPath = dataPathWithoutAssets + "/Assets/TheToonShader/Resources/Gradients/"; + if (!Directory.Exists(dirPath)) + { + Directory.CreateDirectory(dirPath); + } + + string name = material.name; + if (!File.Exists(dirPath + name + ".png")) + { + Debug.Log(name + ".png doesn't exist. Gradient Texture for material " + name + " was created."); + SaveTexture(material); + Texture2D texture = Resources.Load("Gradients/" + name, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texture, true); + gradientTex.textureValue = texture; + } + } + } + public static void SetTextureImporterFormat(Texture2D texture, bool isReadable) + { + if (null == texture) return; + + string assetPath = AssetDatabase.GetAssetPath(texture); + var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter; + if (tImporter != null) + { + tImporter.isReadable = isReadable; + + AssetDatabase.ImportAsset(assetPath); + AssetDatabase.Refresh(); + } + } + + + public void GradientToTexture() + { + if (gradientTexture != null) + { + if (gradientTexture.width != gradientTextureResolution && gradientTexture.height != 1) + { +#if !UNITY_2021_1_OR_NEWER + gradientTexture.Resize(gradientTextureResolution, 1); +#else + gradientTexture.Reinitialize(gradientTextureResolution, 1); +#endif + } + + gradientTexture.wrapMode = TextureWrapMode.Clamp; + gradientTexture.filterMode = FilterMode.Bilinear; + + + bool isToonShader = IsToon2DShader(); + + Color[] colors = new Color[gradientTextureResolution]; + for (int i = 0; i < gradientTextureResolution; ++i) + { + Color col; + if (rp != RenderPipelineOptions.URP2D && !isToonShader && (GradientMode)gradientMode.floatValue == GradientMode.Separated) + { + if (i < gradientTextureResolution / 2) + { + if (enableShadows.floatValue == 1) + { + if (gradientSOShadow == null) + { + RefreshGradientSO(ref gradientSOShadow, GradientTyp.Shadow); + } + var t = (float)(i / (gradientTextureResolution / 2.0)); + col = gradientSOShadow.gradient.Evaluate(t); + } + else + { + col = gradientSO.gradient.Evaluate(0); + } + } + else + { + float t = (float)((i - gradientTextureResolution / 2.0) / (gradientTextureResolution / 2.0)); + col = gradientSO.gradient.Evaluate(t); + } + } + else + { + var t = (float)i / gradientTextureResolution; + col = gradientSO.gradient.Evaluate(t); + } + colors[i] = col; + } + gradientTexture.SetPixels(colors); + gradientTexture.Apply(false); + } else + { + Debug.Log("gradientTexture is null"); + } + } + + + + public void SaveTexture(Material material) + { + if (gradientTexture != null) + { + byte[] bytes = gradientTexture.EncodeToPNG(); + + string dataPathWithoutAssets = Application.dataPath; + if (dataPathWithoutAssets.EndsWith("/Assets")) + { + dataPathWithoutAssets = dataPathWithoutAssets.Substring(0, dataPathWithoutAssets.LastIndexOf("/Assets")); + } + + string dirPath; + if (IsToon2DShader()) + { + dirPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.2d/Scripts/Resources/Gradients/"; + } + else + { + dirPath = dataPathWithoutAssets + "/Packages/com.shadercrew.the-toon-shader.3d/Scripts/Resources/Gradients/"; + } + + + + //string dirPath = dataPathWithoutAssets + "/Assets/TheToonShader/Resources/Gradients/"; + + if (!Directory.Exists(dirPath)) + { + Directory.CreateDirectory(dirPath); + } + string name = material.name; + //name = name.Replace(" (Instance)", ""); + File.WriteAllBytes(dirPath + name + ".png", bytes); + //Debug.Log(name + " saved"); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + } + + + public void UpdateGradientTexture(Material material) + { + GradientToTexture(); + if (gradientTexture != null) + { + gradientTexture.Apply(true); + SaveTexture(material); + if(gradientSO != null) + { + gradientSO.isBakedToTexture = true; + } + else + { + Debug.Log("gradientSO is null"); + } + if (gradientSOShadow != null) + { + gradientSOShadow.isBakedToTexture = true; + } + } + } + + public void UpdateGradientTextureMemory(Material material) + { + GradientToTexture(); + if (gradientTexture != null) + { + gradientTexture.Apply(true); + gradientTex.textureValue = gradientTexture; + + if (gradientSO != null) + { + gradientSO.isBakedToTexture = false; + } + else + { + Debug.Log("gradientSO is null"); + + } + if (gradientSOShadow != null) + { + gradientSOShadow.isBakedToTexture = false; + } + } + } + + public void DisableGUIIfOptimizedShader() + { + if (isOptimized != null) + { + GUI.enabled = false; + } + } + + // Store the last selected transform for editor convenience + private Transform selectedTransform; + + + + + private void DoToonShadingArea(Material material) + { + + + Color lightGreyForLines = new Color(0.35f, 0.35f, 0.35f, 1); + + + Color toonAreaColor = Color.gray; + + DisableGUIIfOptimizedShader(); + bool showToonShading = ToonEditorUtils.MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(Styles.ToonShadingHeader, m_ToonShadingAreaFoldout, enableToonShading); + GUI.enabled = true; + + toonShadingAnimBool.target = showToonShading == true; + + if (EditorGUILayout.BeginFadeGroup(toonShadingAnimBool.faded)) + { + + EditorGUILayout.Space(); + + if ((GeneralShadingMode)shadingMode.floatValue == GeneralShadingMode.LightBased) + { + shadingFunction.floatValue = 0; + } else + { + DisableGUIIfOptimizedShader(); + + //if (rp == RenderPipelineOptions.URP2D) + //{ + // EditorGUI.BeginChangeCheck(); + // selectedTransform = (Transform)EditorGUILayout.ObjectField("Transform", selectedTransform, typeof(Transform), true); + // if (EditorGUI.EndChangeCheck() && selectedTransform != null) + // { + // Vector3 pos = selectedTransform.position; + // fakeLightPosition.vectorValue = new Vector4(pos.x, pos.y, pos.z, 0); + // } + //} + + EditorGUI.BeginChangeCheck(); + //shadingFunction.floatValue = (int)(GeneralShadingFunction)EditorGUILayout.EnumPopup("Shading Function", (GeneralShadingFunction)shadingFunction.floatValue); + shadingFunction.floatValue = DrawEnumPopupithTooltip(shadingFunction, "Shading Function"); + if (EditorGUI.EndChangeCheck()) + { + if ((GeneralShadingFunction)shadingFunction.floatValue == GeneralShadingFunction.Gradient) + { + GradientSetup(); + } + } + GUI.enabled = true; + EditorGUILayout.Space(); + } + + + if((GeneralShadingFunction) shadingFunction.floatValue == GeneralShadingFunction.Gradient) + { + EditorGUILayout.HelpBox("Sometimes initially you have to open the gradient field twice and wiggle it, for it to take effect, or press bake! Sorry about that :)", MessageType.Info); + + if(rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUI.BeginChangeCheck(); + //gradientMode.floatValue = (int)(GradientMode)EditorGUILayout.EnumPopup("Gradient Mode", (GradientMode)gradientMode.floatValue); + gradientMode.floatValue = DrawEnumPopupithTooltip(gradientMode, "Gradient Mode"); + if (EditorGUI.EndChangeCheck()) + { + UpdateGradientTexture(material); + } + } + + + EditorGUILayout.Space(); + //gradientBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)gradientBlending.floatValue); + gradientBlending.floatValue = DrawEnumPopupithTooltip(gradientBlending, "Blending"); + DarkerSliderProperty(gradientBlendFactor, "Bend Factor"); + EditorGUILayout.Space(); + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(shadingAffectByNormalMap, "Shadows Affect By NormalMap"); + DrawShaderPropertyWithTooltip(shadingAffectByNormalMap, "Shadows Affect By NormalMap"); + EditorGUIUtility.labelWidth = oriLabelWidth; + EditorGUILayout.Space(); + } + + } + + //materialEditor.TexturePropertySingleLine(Styles.normalMapText, gradientTex); + + + if ((GeneralShadingFunction)shadingFunction.floatValue == GeneralShadingFunction.Cells || (rp != RenderPipelineOptions.URP2D && !IsToon2DShader() && (GradientMode)gradientMode.floatValue == GradientMode.Separated)) + { + GUIContent gUIContent; + + if((GeneralShadingFunction)shadingFunction.floatValue == GeneralShadingFunction.Cells) + { + gUIContent = Styles.GeneralShadingLightPartitioning; + } else + { + + gUIContent = Styles.GeneralShadingLightGradient; + } + + bool showLightPartitioningOptions = false; + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + m_GeneralShadingLightPartitioningFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(gUIContent, m_GeneralShadingLightPartitioningFoldout.value, toonAreaColor); + showLightPartitioningOptions = m_GeneralShadingLightPartitioningFoldout.value; + } + else + { + showLightPartitioningOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(gUIContent, m_GeneralShadingLightPartitioningFoldout, enableLightPartitioning, toonAreaColor); + GUI.enabled = true; + } + + + // m_GeneralShadingLightPartitioningFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(gUIContent, m_GeneralShadingLightPartitioningFoldout.value, toonAreaColor); + ////float oriLabelWidth = EditorGUIUtility.labelWidth; + + ////m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + //if (m_GeneralShadingLightPartitioningFoldout.value) + + if (showLightPartitioningOptions) + { + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + + EditorGUI.indentLevel += 1; + if ((GeneralShadingFunction)shadingFunction.floatValue == GeneralShadingFunction.Cells) + { + if (enableShadows.floatValue == 1 || (GeneralShadingMode)shadingMode.floatValue == GeneralShadingMode.LightBased) + { + if (numberOfCells.floatValue <= 0) + { + numberOfCells.floatValue = 0; + } + //numberOfCells.floatValue = EditorGUILayout.IntSlider("Number Of Cells", (int)numberOfCells.floatValue, 1, 15); + numberOfCells.floatValue = DrawIntSliderWithTooltip(numberOfCells, 1, 15, "Number Of Cells"); + + //EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //EditorGUIUtility.labelWidth = oriLabelWidth; + + //materialEditor.ShaderProperty(numberOfCells, "Number Of Cells"); + //materialEditor.ShaderProperty(cellTransitionSmoothness, "Cell Transition Smoothness"); + DarkerSliderProperty(cellTransitionSmoothness, "Cell Transition Smoothness"); + + + //DisableGUIIfOptimizedShader(); + //EditorGUIUtility.labelWidth = oriLabelWidth; + //roundingMethod.floatValue = (int)(RoundingMethod)EditorGUILayout.EnumPopup("Rounding Method", (RoundingMethod)roundingMethod.floatValue); + //EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //GUI.enabled = true; + +#if USING_URP + if ((LightSource)lightSource.floatValue != LightSource.Baked) + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + if ((GeneralShadingMode)shadingMode.floatValue == GeneralShadingMode.SolidColor) + { + //materialEditor.ShaderProperty(sumLightsBeforePosterization, "Sum Lights Before Posterization"); + DrawShaderPropertyWithTooltip(sumLightsBeforePosterization, "Sum Lights Before Posterization"); + } + } + } +#endif + + + if (rp == RenderPipelineOptions.URP2D && IsToon2DShader()) + { + EditorGUILayout.Space(); + DisableGUIIfOptimizedShader(); + EditorGUIUtility.labelWidth = oriLabelWidth; + //cellMethod.floatValue = (int)(CellMethod)EditorGUILayout.EnumPopup("Cell Method", (CellMethod)cellMethod.floatValue); + cellMethod.floatValue = DrawEnumPopupithTooltip(cellMethod, "Cell Method"); + //roundingMethod.floatValue = (int)(RoundingMethod)EditorGUILayout.EnumPopup("Rounding Method", (RoundingMethod)roundingMethod.floatValue); + roundingMethod.floatValue = DrawEnumPopupithTooltip(roundingMethod, "Rounding Method"); + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + if (cellMethod.floatValue == 0) + { + //materialEditor.ShaderProperty(enableMainTexPosterization, "Posterize MainTex"); //Add later + DrawShaderPropertyWithTooltip(enableMainTexPosterization, "Posterize MainTex"); //Add later + } + GUI.enabled = true; + } + + } + else + { + EditorGUILayout.HelpBox("You need to enable Shading for this feature!", MessageType.Info); + + } + + } + else + { + + + if (gradientSO == null) + { + RefreshGradientSO(ref gradientSO, GradientTyp.Light); + } + //materialEditor.TexturePropertySingleLine(Styles.normalMapText, gradientTex); + //Gradient gradient = new Gradient(); + EditorGUI.BeginChangeCheck(); + gradientSO.gradient = EditorGUILayout.GradientField(gradientSO.gradient); + if (EditorGUI.EndChangeCheck()) + { + //UpdateGradientTexture(material); + UpdateGradientTextureMemory(material); + //Debug.Log("Gradient Change Detected"); + } + + + string name = material.name; + //name += GradientTyp.Light.ToString(); + + //if (!name.Contains(SeeThroughShaderConstants.STS_INSTANCE_PREFIX) && + //!material.name.Contains(SeeThroughShaderConstants.STS_TRIGGER_PREFIX)) + //{ + if (!gradientSO.isBakedToTexture) + { + EditorGUILayout.HelpBox("THIS IS ONLY A PREVIEW! TO USE THE GRADIENT IN BUILDS, YOU HAVE TO BAKE THE GRADIENT!", MessageType.Warning); + var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { })); + if (GUI.Button(rect, "Bake Gradient")) + { + SaveTexture(material); + Texture2D texture = Resources.Load("Gradients/" + name, typeof(Texture2D)) as Texture2D; + + //Debug.Log(texture.name); + SetTextureImporterFormat(texture, true); + //Debug.Log("D"); + gradientTex.textureValue = texture; + //material.SetTexture("_ObstructionCurve", texture); + gradientSO.isBakedToTexture = true; + EditorUtility.SetDirty(gradientSO); + AssetDatabase.SaveAssets(); + } + } + //} + } + EditorGUI.indentLevel -= 1; + + + + + + EditorGUILayout.Space(); + } + } + else + { + m_GeneralShadingLightPartitioningFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.GeneralShadingLightAndShadowGradient, m_GeneralShadingLightPartitioningFoldout.value, toonAreaColor); + //float oriLabelWidth = EditorGUIUtility.labelWidth; + + //m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (m_GeneralShadingLightPartitioningFoldout.value) + { + + } + } + + //if ((GradientMode)gradientMode.floatValue == GradientMode.Combined) + //{ + + //} else + //{ + + //} + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + if (shadingMode.floatValue == 0) + { + if ((GeneralShadingFunction)shadingFunction.floatValue == GeneralShadingFunction.Cells) + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; +#if USING_URP + DisableGUIIfOptimizedShader(); + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) //TODO: add later for toon2d + { + //materialEditor.ShaderProperty(shadingUseLightColors, "Use Light Colors"); + DrawShaderPropertyWithTooltip(shadingUseLightColors, "Use Light Colors"); + GUI.enabled = true; + } + EditorGUILayout.Space(); +#endif + if ((LightSource)lightSource.floatValue != LightSource.Baked) + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + //materialEditor.ShaderProperty(shadingAffectByNormalMap, "Shading/Shadows Affect By NormalMap"); + DrawShaderPropertyWithTooltip(shadingAffectByNormalMap, "Shading/Shadows Affect By NormalMap"); + } + } + + EditorGUIUtility.labelWidth = oriLabelWidth; + EditorGUILayout.Space(); + + DisableGUIIfOptimizedShader(); + bool showShadowOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.GeneralShadingShading, m_GeneralShadingShadowFoldout, enableShadows, toonAreaColor); + GUI.enabled = true; + if (showShadowOptions) + { + EditorGUILayout.Space(); + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + //if ((LightSource)lightSource.floatValue != LightSource.Baked) + { + //materialEditor.ShaderProperty(coreShadowColor, "Core Shadow Color"); + DrawShaderPropertyWithTooltip(coreShadowColor, "Core Shadow Color"); + } + DisableGUIIfOptimizedShader(); + DarkerSliderProperty(terminatorPosition, "Terminator Position"); // TODO + GUI.enabled = true; + if ((LightSource)lightSource.floatValue == LightSource.Realtime) + { + DarkerSliderProperty(terminatorWidth, "Terminator Width"); + DarkerSliderProperty(terminatorSmoothness, "Terminator Smoothness"); + //materialEditor.ShaderProperty(formShadowColor, "Form Shadow Color"); + DrawShaderPropertyWithTooltip(formShadowColor, "Form Shadow Color"); + } + } + else + { + //materialEditor.ShaderProperty(useCoreShadowColor, "Use Core Shadow Color"); + DrawShaderPropertyWithTooltip(useCoreShadowColor, "Use Core Shadow Color"); + if (useCoreShadowColor.floatValue == 1) + { + //materialEditor.ShaderProperty(coreShadowColor, "Core Shadow Color"); + DrawShaderPropertyWithTooltip(coreShadowColor, "Core Shadow Color"); + } + } + + EditorGUIUtility.labelWidth = oriLabelWidth; + + } + } + else + { + if (rp == RenderPipelineOptions.URP2D && IsToon2DShader() || (GradientMode)gradientMode.floatValue == GradientMode.Combined) + { + if (gradientSO == null) + { + RefreshGradientSO(ref gradientSO, GradientTyp.Light); + } + + EditorGUI.BeginChangeCheck(); + gradientSO.gradient = EditorGUILayout.GradientField(gradientSO.gradient); + if (EditorGUI.EndChangeCheck()) + { + UpdateGradientTextureMemory(material); + } + string name = material.name; + if (!gradientSO.isBakedToTexture) + { + EditorGUILayout.HelpBox("THIS IS ONLY A PREVIEW! TO USE THE GRADIENT IN BUILDS, YOU HAVE TO BAKE THE GRADIENT!", MessageType.Warning); + var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { })); + if (GUI.Button(rect, "Bake Gradient")) + { + SaveTexture(material); + Texture2D texture = Resources.Load("Gradients/" + name, typeof(Texture2D)) as Texture2D; + if (texture != null) + { + SetTextureImporterFormat(texture, true); + gradientTex.textureValue = texture; + //material.SetTexture("_ObstructionCurve", texture); + gradientSO.isBakedToTexture = true; + EditorUtility.SetDirty(gradientSO); + AssetDatabase.SaveAssets(); + } + } + } + + + EditorGUILayout.Space(); + + } + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + if ((GradientMode)gradientMode.floatValue == GradientMode.Separated) + { + bool showShadowOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.GeneralShadingShadowGradient, m_GeneralShadingShadowFoldout, enableShadows, toonAreaColor); + if (showShadowOptions) + { + + + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + if (gradientSOShadow == null) + { + RefreshGradientSO(ref gradientSOShadow, GradientTyp.Shadow); + } + if (gradientSO == null) + { + RefreshGradientSO(ref gradientSO, GradientTyp.Light); + + } + + GradientColorKey[] gradientColorKeys = gradientSOShadow.gradient.colorKeys; + + GradientColorKey key = gradientColorKeys[gradientColorKeys.Length - 1]; + if (gradientColorKeys.Length < 9 && key.time < 0.9) + { + Array.Resize(ref gradientColorKeys, gradientColorKeys.Length + 1); + } + + gradientColorKeys[gradientColorKeys.Length - 1] = new GradientColorKey(gradientSO.gradient.Evaluate(0), 1); + + gradientSOShadow.gradient.colorKeys = gradientColorKeys; + + + EditorGUI.BeginChangeCheck(); + gradientSOShadow.gradient = EditorGUILayout.GradientField(gradientSOShadow.gradient); + if (EditorGUI.EndChangeCheck()) + { + UpdateGradientTextureMemory(material); + } + string name = material.name; + + if (!gradientSOShadow.isBakedToTexture) + { + EditorGUILayout.HelpBox("THIS IS ONLY A PREVIEW! TO USE THE GRADIENT IN BUILDS, YOU HAVE TO BAKE THE GRADIENT!", MessageType.Warning); + var rect = EditorGUI.IndentedRect(EditorGUILayout.GetControlRect(new GUILayoutOption[] { })); + if (GUI.Button(rect, "Bake Gradient")) + { + SaveTexture(material); + Texture2D texture = Resources.Load("Gradients/" + name, typeof(Texture2D)) as Texture2D; + SetTextureImporterFormat(texture, true); + Debug.Log("F"); + gradientTex.textureValue = texture; + //material.SetTexture("_ObstructionCurve", texture); + gradientSOShadow.isBakedToTexture = true; + EditorUtility.SetDirty(gradientSOShadow); + AssetDatabase.SaveAssets(); + } + } + } + } + } + } + EditorGUILayout.Space(); + + + if ((LightSource)lightSource.floatValue != LightSource.Baked || IsToon2DShader()) + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + DisableGUIIfOptimizedShader(); + bool showShadowCastOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.GeneralShadingCastShadows, m_GeneralShadingCastShadowsFoldout, enableCastShadows, toonAreaColor); + GUI.enabled = true; + if (showShadowCastOptions) + { + + if (enableShadows.floatValue == 0) + { + EditorGUILayout.Space(); + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(coreShadowColor, "Cast Shadows Color"); + DrawShaderPropertyWithTooltip(coreShadowColor, "Cast Shadows Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + EditorGUILayout.Space(); + } + + EditorGUILayout.HelpBox("You can adjust the Shadow Smoothness and Strength in the Light Settings/Pipeline Settings.", MessageType.Info); + if (rp == RenderPipelineOptions.URP) + { + EditorGUILayout.HelpBox("Cast Shadows can cause jagged cell edges, if the Depth Bias of your Shadows isn't set correctly. If they do look odd, please check your Universal Render Pipeline Asset -> Shadows -> Depth Bias!", MessageType.Info); + } + } + } + EditorGUILayout.Space(); + + //SPECULAR + + DisableGUIIfOptimizedShader(); + bool showSpecularOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.GeneralShadingSpecular, m_GeneralShadingSpecularFoldout, enableSpecular, toonAreaColor); + GUI.enabled = true; + if (showSpecularOptions) + { + EditorGUILayout.Space(); + //EditorGUI.indentLevel += 1; + + #if UNITY_EDITOR && USING_URP && USING_TOON2D + if (rp == RenderPipelineOptions.URP2D && IsToon2DShader()) + { + DoSpecular2DLightManagerCheck(); + EditorGUILayout.Space(); + } + #endif + //specularBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)specularBlending.floatValue); + specularBlending.floatValue = DrawEnumPopupithTooltip(specularBlending, "Blending"); + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(specularSize, "Size"); + DarkerSliderProperty(specularSize, "Size"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(specularSmoothness, "Smoothness"); + DarkerSliderProperty(specularSmoothness, "Smoothness"); + //materialEditor.ShaderProperty(specularOpacity, "Opacity"); + DarkerSliderProperty(specularOpacity, "Opacity"); + + EditorGUILayout.Space(); + #if USING_URP + specularUseLightColors.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Use Light Colors", Convert.ToBoolean(specularUseLightColors.floatValue))); + + if (specularUseLightColors.floatValue == 0) + #endif + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(specularColor, "Color"); + DrawShaderPropertyWithTooltip(specularColor, "Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + } + + EditorGUILayout.Space(); + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(specularAffectedByNormalMap, "Affected By NormalMap"); + DrawShaderPropertyWithTooltip(specularAffectedByNormalMap, "Affected By NormalMap"); + EditorGUIUtility.labelWidth = oriLabelWidth; + } + //EditorGUI.indentLevel -= 1; + EditorGUILayout.Space(); + } + EditorGUILayout.Space(); + + } + } + else + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + m_GeneralShadingLightingFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.GeneralShadingLighting, m_GeneralShadingLightingFoldout.value, toonAreaColor); + //float oriLabelWidth = EditorGUIUtility.labelWidth; + + //m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (m_GeneralShadingLightingFoldout.value) + { + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + + //shadingMode.floatValue = (int)(GeneralShadingFunction)EditorGUILayout.EnumPopup("Shading Mode", (GeneralShadingMode)shadingMode.floatValue); + //materialEditor.ShaderProperty(shadingAffectByNormalMap, "Shading Affected By NormalMap"); + DrawShaderPropertyWithTooltip(shadingAffectByNormalMap, "Shading Affected By NormalMap"); + //materialEditor.ShaderProperty(specularAffectedByNormalMap, "Specular Affected By NormalMap"); + DrawShaderPropertyWithTooltip(specularAffectedByNormalMap, "Specular Affected By NormalMap"); + //materialEditor.ShaderProperty(specularSmoothness, "Specular Edge Smoothness"); + + + EditorGUILayout.Space(); + } + } + + } + //} + + + DisableGUIIfOptimizedShader(); + bool showRimOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.GeneralShadingRim, m_GeneralShadingRimFoldout, enableRim, toonAreaColor); + GUI.enabled = true; + if (showRimOptions) + { + + + //EditorUtils.DrawUILine(lightGreyForLines); + + //enableRim.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Enable Rim", Convert.ToBoolean(enableRim.floatValue))); + + //if (enableRim.floatValue == 1) + //{ + //EditorGUI.indentLevel += 1; + EditorGUILayout.Space(); + //rimBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)rimBlending.floatValue); + rimBlending.floatValue = DrawEnumPopupithTooltip(rimBlending, "Blending"); + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + + //materialEditor.ShaderProperty(rimColor, "Color"); + DrawShaderPropertyWithTooltip(rimColor, "Color"); + //materialEditor.ShaderProperty(rimSize, "Size"); + DarkerSliderProperty(rimSize, "Size"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(rimSmoothness, "Smoothness"); + DarkerSliderProperty(rimSmoothness, "Smoothness"); + //materialEditor.ShaderProperty(rimOpacity, "Opacity"); + DarkerSliderProperty(rimOpacity, "Opacity"); + + + + EditorGUILayout.Space(); +#if USING_URP + if (hasAdditionalLights) + { + rimAffectedArea.floatValue = 2; + } + else +#endif + { + //rimAffectedArea.floatValue = (int)(RimAffectedRegion)EditorGUILayout.EnumPopup("Rim Affected Region", (RimAffectedRegion)rimAffectedArea.floatValue); + rimAffectedArea.floatValue = DrawEnumPopupithTooltip(rimAffectedArea, "Rim Affected Region"); + } + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(rimAffectedByNormalMap, "Affected By NormalMap"); + DrawShaderPropertyWithTooltip(rimAffectedByNormalMap, "Affected By NormalMap"); + EditorGUIUtility.labelWidth = oriLabelWidth; + } + //EditorGUI.indentLevel -= 1; + //} + + EditorGUILayout.Space(); + + } + + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + + //m_GeneralShadingAdvancedFoldout.value = MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.GeneralShadingAdvanced, m_GeneralShadingAdvancedFoldout.value); + + ////m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + //if (m_GeneralShadingAdvancedFoldout.value) + //{ + // EditorUtils.DrawUILine(lightGreyForLines); + + // materialEditor.ShaderProperty(usePBRLighting, "Use PBR Lighting"); + // materialEditor.ShaderProperty(lightColorContribution, "Light Color Contribution"); + // materialEditor.ShaderProperty(ambientColorContribution, "Ambient Color Contribution"); + + // EditorGUILayout.Space(); + //} + + + } + EditorGUILayout.EndFadeGroup(); + + } + GameObject source; + + + + private StylingSyncMode FindFirstEnabledStyle(StylingSyncMode current) + { + if (enableShadingStyling.floatValue == 1 && current != StylingSyncMode.Shading && + (StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue != current) + { + return StylingSyncMode.Shading; + } + else if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader() && enableCastShadowsStyling.floatValue == 1 && current != StylingSyncMode.CastShadows && + (StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue != current) + { + return StylingSyncMode.CastShadows; + } + else if (enableSpecularStyling.floatValue == 1 && current != StylingSyncMode.Specular && + (StylingSyncMode)stylingSpecularSyncWithOtherStyling.floatValue != current) + { + return StylingSyncMode.Specular; + } + else if (enableRimStyling.floatValue == 1 && current != StylingSyncMode.Rim && + (StylingSyncMode)stylingRimSyncWithOtherStyling.floatValue != current) + { + return StylingSyncMode.Rim; + } + return StylingSyncMode.None; + } + + private string[] GetArrayOfAvailableStylingOptions(StylingSyncMode current) + { + List styles = new List(); + styles.Add(StylingSyncMode.None.ToString()); + if (enableShadingStyling.floatValue == 1 && current != StylingSyncMode.Shading && + (StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue != current) + { + styles.Add(StylingSyncMode.Shading.ToString()); + } + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + if (enableCastShadowsStyling.floatValue == 1 && current != StylingSyncMode.CastShadows && + (StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue != current) + { + styles.Add(StylingSyncMode.CastShadows.ToString()); + } + } + + if (enableSpecularStyling.floatValue == 1 && current != StylingSyncMode.Specular && + (StylingSyncMode)stylingSpecularSyncWithOtherStyling.floatValue != current) + { + styles.Add(StylingSyncMode.Specular.ToString()); + } + + if (enableRimStyling.floatValue == 1 && current != StylingSyncMode.Rim && + (StylingSyncMode)stylingRimSyncWithOtherStyling.floatValue != current) + { + styles.Add(StylingSyncMode.Rim.ToString()); + } + + return styles.ToArray(); + } + + private int FromFloatValueToPopUpInt(float floatValue, string[] availableOptions) + { + string styleName = ((StylingSyncMode)floatValue).ToString(); + int popUpInt = 0; + for (int i = 0; i < availableOptions.Length; i++) + { + if (availableOptions[i] == styleName) + { + popUpInt = i; + } + } + return popUpInt; + } + + private float FromPopUpIntToFloatValue(int popUpInt, string[] availableOptions) + { + string styleName = availableOptions[popUpInt]; + StylingSyncMode someStylingSyncMode; + Enum.TryParse(styleName, out someStylingSyncMode); + float floatValue = (float)someStylingSyncMode; + return floatValue; + + } + + + + + + private void DoShadingStylingArea() + { + Color shadingColor = Color.green; + + + if (enableShadingStyling.floatValue == 0) + { + m_StylingShadingFoldout.value = false; + } + DisableGUIIfOptimizedShader(); + Tuple tupleValues = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.StylingShading, m_StylingShadingFoldout.value, Convert.ToBoolean(enableShadingStyling.floatValue), shadingColor, 4); + GUI.enabled = true; + m_StylingShadingFoldout.value = tupleValues.Item1; + //enableShadingStyling.floatValue = Convert.ToSingle(tupleValues.Item2); + + float enableShadingStylingFloat = Convert.ToSingle(tupleValues.Item2); + if (enableShadingStyling.floatValue != enableShadingStylingFloat && enableShadingStylingFloat == 1) + { + m_StylingShadingFoldout.value = true; + //if(rp != RenderPipelineOptions.URP2D) + //{ + stylingShadingSyncWithOtherStyling.floatValue = (float)FindFirstEnabledStyle(StylingSyncMode.Shading); + + //} + } + enableShadingStyling.floatValue = enableShadingStylingFloat; + + + EditorGUILayout.Space(); + + + if (m_StylingShadingFoldout.value) + { + if (enableShadingStyling.floatValue == 1) + { + EditorGUILayout.Space(); + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(stylingShadingColor, "Color"); + DrawShaderPropertyWithTooltip(stylingShadingColor, "Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + //if (rp != RenderPipelineOptions.URP2D) + //{ + string[] availableOptions = GetArrayOfAvailableStylingOptions(StylingSyncMode.Shading); + if (availableOptions.Length > 1) + { + DisableGUIIfOptimizedShader(); + stylingShadingSyncWithOtherStyling.floatValue = FromPopUpIntToFloatValue(EditorGUILayout.Popup("Sync with ", FromFloatValueToPopUpInt(stylingShadingSyncWithOtherStyling.floatValue, availableOptions), availableOptions), availableOptions); + GUI.enabled = true; + EditorGUILayout.Space(); + + if (stylingShadingSyncWithOtherStyling.floatValue != 0) + { + EditorGUILayout.HelpBox("Shading styling now syncs continuously with " + + ((StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue).ToString() + + " Styling, updating automatically.", MessageType.Info); + + SyncStylingValues((StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue, StyleAreaMode.Shading); + EditorGUILayout.Space(); + } + + + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + } + else + { + stylingShadingSyncWithOtherStyling.floatValue = 0; + } + //} + + GUI.enabled = stylingShadingSyncWithOtherStyling.floatValue == 0; + //shadingStyle.floatValue = GUILayout.Toolbar((int)shadingStyle.floatValue, new string[] {"Hatching", "Halftones", "Texture" }); + DisableGUIIfOptimizedShader(); + shadingStyle.floatValue = GUILayout.Toolbar((int)shadingStyle.floatValue, stylingOptions); + GUI.enabled = true; + EditorGUILayout.Space(); + + //if (shadingStyle.floatValue != 1) + { + DoStylingPartitioningArea(shadingColor); + } + if (stylingShadingSyncWithOtherStyling.floatValue == 0) + { + + EditorGUILayout.Space(); + if (shadingStyle.floatValue != 2) + { + //EditorUtils.DrawUILine(lightGreyForLines); + + DoStylingPositionAndBlendingSubArea(StyleAreaMode.Shading, m_ShadingStylingBlendingFoldout, shadingColor); + + DoStylingDrawSpaceArea(StyleAreaMode.Shading, m_ShadingStylingDrawSpaceFoldout, shadingColor); + + DoStylingStyleDensityRotationArea((Styling)shadingStyle.floatValue, m_ShadingStylingRotationFoldout, stylingShadingDensity, stylingShadingInitialDirection, stylingShadingRotationBetweenCells, stylingShadingHalftonesOffset, drawSpace, shadingColor); + + DoStylingShadingStylingArea(shadingColor); + + + + } + else + { + EditorGUILayout.LabelField("TODO: Texture Stuff"); + + } + + } + //else + //{ + // EditorGUILayout.HelpBox("Shading styling now syncs continuously with " + // + ((StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue).ToString() + // + " Styling, updating automatically.", MessageType.Info); + + // SyncStylingValues((StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue, StyleAreaMode.Shading); + //} + + + //EditorUtils.DrawUILine(new Color(0.3f, 0.3f, 0.3f, 1), 16,0); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + } + + + } + + + } + + + private void DoCastShadowsStylingArea() + { + Color black = Color.black; + + if (enableCastShadowsStyling.floatValue == 0) + { + m_StylingCastShadowsFoldout.value = false; + } + + DisableGUIIfOptimizedShader(); + Tuple tupleValues = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.StylingCastShadows, m_StylingCastShadowsFoldout.value, Convert.ToBoolean(enableCastShadowsStyling.floatValue), black, 4); + GUI.enabled = true; + m_StylingCastShadowsFoldout.value = tupleValues.Item1; + + float enableStylingCastShadowsFloat = Convert.ToSingle(tupleValues.Item2); + if (enableCastShadowsStyling.floatValue != enableStylingCastShadowsFloat && enableStylingCastShadowsFloat == 1) + { + m_StylingCastShadowsFoldout.value = true; + stylingCastShadowsSyncWithOtherStyling.floatValue = (float)FindFirstEnabledStyle(StylingSyncMode.CastShadows); + } + enableCastShadowsStyling.floatValue = enableStylingCastShadowsFloat; + + + + //EditorUtils.DrawUILine(Color.white); + + EditorGUILayout.Space(); + + if (m_StylingCastShadowsFoldout.value) + { + if (enableCastShadowsStyling.floatValue == 1) + { + if(rp == RenderPipelineOptions.URP) + { + EditorGUILayout.HelpBox("If you see weird artifacts, please check your Universal Render Pipeline Asset -> Shadows -> Depth Bias! You can completely get rid of them by adjusting the bias correctly!", MessageType.Info); + } + + + if (stylingCastShadowsSyncWithOtherStyling.floatValue != 1) + { + EditorGUILayout.Space(); + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(stylingCastShadowsColor, "Color"); + DrawShaderPropertyWithTooltip(stylingCastShadowsColor, "Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + } + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + + string[] availableOptions = GetArrayOfAvailableStylingOptions(StylingSyncMode.CastShadows); + if (availableOptions.Length > 1) + { + DisableGUIIfOptimizedShader(); + stylingCastShadowsSyncWithOtherStyling.floatValue = FromPopUpIntToFloatValue(EditorGUILayout.Popup("Sync with ", FromFloatValueToPopUpInt(stylingCastShadowsSyncWithOtherStyling.floatValue, availableOptions), availableOptions), availableOptions); + GUI.enabled = true; + + EditorGUILayout.Space(); + + if ((StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue != StylingSyncMode.None) + { + + EditorGUILayout.HelpBox("Cast shadows styling now syncs continuously with " + + ((StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue).ToString() + + " Styling, updating automatically.", MessageType.Info); + + + //if ((StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue == StylingSyncMode.Shading) + //{ + // EditorGUILayout.HelpBox("When Cast Shadows Styling is synced with Shading Styling, both share the same calculations", MessageType.Info); + //} + + + + SyncStylingValues((StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue, StyleAreaMode.CastShadows); + + EditorGUILayout.Space(); + + } + + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + } + else + { + stylingCastShadowsSyncWithOtherStyling.floatValue = 0; + } + + GUI.enabled = stylingCastShadowsSyncWithOtherStyling.floatValue == 0; + DisableGUIIfOptimizedShader(); + castShadowsStyle.floatValue = GUILayout.Toolbar((int)castShadowsStyle.floatValue, stylingOptions); + GUI.enabled = true; + EditorGUILayout.Space(); + + if (castShadowsStyle.floatValue != 1) + { + DoStylingCastShadowsPartitioningAndSettingsArea(black); + } + + //EditorGUILayout.Space(); + if (stylingCastShadowsSyncWithOtherStyling.floatValue == 0) + { + + //EditorGUILayout.Space(); + if (castShadowsStyle.floatValue != 2) + { + + DoStylingPositionAndBlendingSubArea(StyleAreaMode.CastShadows, m_CastShadowsStylingBlendingFoldout, black); + + DoStylingDrawSpaceArea(StyleAreaMode.CastShadows, m_CastShadowsStylingDrawSpaceFoldout, black); + + //DoStylingStyleDensityRotationArea((Styling)specularStyle.floatValue, stylingSpecularDensity); + DoStylingStyleDensityRotationArea((Styling)castShadowsStyle.floatValue, m_CastShadowsStylingRotationFoldout, stylingCastShadowsDensity, stylingCastShadowsInitialDirection, stylingCastShadowsRotationBetweenCells, stylingCastShadowsHalftonesOffset, castShadowsDrawSpace, black); + + DoStylingCastShadowsStylingArea(black); + + } + else + { + EditorGUILayout.LabelField("TODO: Texture Stuff"); + + } + } + //else + //{ + // EditorGUILayout.HelpBox("Cast shadows styling now syncs continuously with " + // + ((StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue).ToString() + // + " Styling, updating automatically.", MessageType.Info); + + // SyncStylingValues((StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue, StyleAreaMode.CastShadows); + //} + + + EditorGUILayout.Space(); + EditorGUILayout.Space(); + } + + + } + + } + + + private void SyncStylingValues(StylingSyncMode from, StyleAreaMode to) + { + if(from != StylingSyncMode.None) + { + float numberOfCellsHatchingTmp = 1; + float terminatorPositionTmp = 0; + + // STYLE + float styleTmp = 0; + + // BLENDING + float blendingTmp = 0; + float isInvertedTmp = 0; + + // DRAW SPACE + float drawSpaceTmp = 0; + float coordinateSystemTmp = 0; + float polarCenterModeTmp = 0; + Vector4 polarCenterTmp = Vector4.zero; + float sSCameraDistanceScaledTmp = 0; + float anchorSSToObjectsOriginTmp = 0; + + // DENSITY AND DIRECTION + float densityTmp = 0; + float initialDirectionTmp = 0; + float rotationBetweenCellsTmp = 0; + float halftonesOffsetTmp = 0; + + // STYLE SETTINGS + //float colorTmp = 0; + float opacityTmp = 0; + float opacityFalloffTmp = 0; + float thicknessControlTmp = 0; + float thicknessTmp = 0; + float thicknessFalloffTmp = 0; + float hardnessTmp = 0; + float halftonesRoundnessTmp = 0; + float halftonesRoundnessFalloffTmp = 0; + + + + //DASHES: + float enableDashesTmp = 0; + float dashesSizeTmp = 0; + float dashesUseHatchingDensityTmp = 0; + float dashesDensityTmp = 0; + float dashesRoundnessTmp = 0; + float dashesTypeTmp = 0; + float dashesOffsetTmp = 0; + + float dashesTransitionPositionTmp = 0; + float dashesTransitionSoftnessTmp = 0; + + + // RANDOMIZER + float enableRandomizerTmp = 0; + float perlinNoiseSizeTmp = 0; + float perlinNoiseSeedTmp = 0; + float whiteNoiseSeedTmp = 0; + float noiseIntensityTmp = 0; + float spacingRandomModeTmp = 0; + float spacingRandomIntensityTmp = 0; + float opacityRandomModeTmp = 0; + float opacityRandomIntensityTmp = 0; + float hardnessRandomModeTmp = 0; + float hardnessRandomIntensityTmp = 0; + float lengthRandomModeTmp = 0; + float lengthRandomIntensityTmp = 0; + float thicknessRandomModeTmp = 0; + float thicknessRandomIntensityTmp = 0; + + + if (from == StylingSyncMode.Shading) + { + // PARTITIONING + numberOfCellsHatchingTmp = numberOfCellsHatching.floatValue; + + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + terminatorPositionTmp = stylingTerminatorPosition.floatValue; + } + + // STYLE + styleTmp = shadingStyle.floatValue; + + // BLENDING + blendingTmp = stylingShadingBlending.floatValue; + isInvertedTmp = stylingShadingIsInverted.floatValue; + + // DRAW SPACE + drawSpaceTmp = drawSpace.floatValue; + coordinateSystemTmp = coordinateSystem.floatValue; + polarCenterModeTmp = polarCenterMode.floatValue; + polarCenterTmp = polarCenter.vectorValue; + sSCameraDistanceScaledTmp = sSCameraDistanceScaled.floatValue; + anchorSSToObjectsOriginTmp = anchorSSToObjectsOrigin.floatValue; + + // DENSITY AND DIRECTION + densityTmp = stylingShadingDensity.floatValue; + initialDirectionTmp = stylingShadingInitialDirection.floatValue; + rotationBetweenCellsTmp = stylingShadingRotationBetweenCells.floatValue; + halftonesOffsetTmp = stylingShadingHalftonesOffset.floatValue; + + // STYLE SETTINGS + //colorTmp = stylingShadingColor.floatValue; + opacityTmp = stylingShadingOpacity.floatValue; + opacityFalloffTmp = stylingShadingOpacityFalloff.floatValue; + thicknessControlTmp = stylingShadingThicknessControl.floatValue; + thicknessTmp = stylingShadingThickness.floatValue; + thicknessFalloffTmp = stylingShadingThicknessFalloff.floatValue; + hardnessTmp = stylingShadingHardness.floatValue; + halftonesRoundnessTmp = stylingShadingHalftonesRoundness.floatValue; + halftonesRoundnessFalloffTmp = stylingShadingHalftonesRoundnessFalloff.floatValue; + + + //DASHES: + enableDashesTmp = stylingShadingEnableDashes.floatValue; + dashesSizeTmp = stylingShadingDashesSize.floatValue; + dashesUseHatchingDensityTmp = stylingShadingDashesUseHatchingDensity.floatValue; + dashesDensityTmp = stylingShadingDashesDensity.floatValue; + dashesRoundnessTmp = stylingShadingDashesRoundness.floatValue; + dashesTypeTmp = stylingShadingDashesType.floatValue; + dashesOffsetTmp = stylingShadingDashesOffset.floatValue; + + dashesTransitionPositionTmp = stylingShadingDashesTransitionPosition.floatValue; + dashesTransitionSoftnessTmp = stylingShadingDashesTransitionSoftness.floatValue; + + + // RANDOMIZER + enableRandomizerTmp = enableShadingRandomizer.floatValue; + perlinNoiseSizeTmp = shadingNoise1Size.floatValue; + perlinNoiseSeedTmp = shadingNoise1Seed.floatValue; + whiteNoiseSeedTmp = shadingNoise2Seed.floatValue; + noiseIntensityTmp = noiseIntensity.floatValue; + spacingRandomModeTmp = spacingRandomMode.floatValue; + spacingRandomIntensityTmp = spacingRandomIntensity.floatValue; + opacityRandomModeTmp = opacityRandomMode.floatValue; + opacityRandomIntensityTmp = opacityRandomIntensity.floatValue; + hardnessRandomModeTmp = hardnessRandomMode.floatValue; + hardnessRandomIntensityTmp = hardnessRandomIntensity.floatValue; + lengthRandomModeTmp = lengthRandomMode.floatValue; + lengthRandomIntensityTmp = lengthRandomIntensity.floatValue; + thicknessRandomModeTmp = thicknessRandomMode.floatValue; + thicknessRandomIntensityTmp = thicknessRandomIntensity.floatValue; + } + else if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader() && from == StylingSyncMode.CastShadows) + { + // PARTITIONING + numberOfCellsHatchingTmp = stylingCastShadowsNumberOfCellsHatching.floatValue; + + // STYLE + styleTmp = castShadowsStyle.floatValue; + + // BLENDING + blendingTmp = stylingCastShadowsBlending.floatValue; + isInvertedTmp = stylingCastShadowsIsInverted.floatValue; + + // DRAW SPACE + drawSpaceTmp = castShadowsDrawSpace.floatValue; + coordinateSystemTmp = castShadowsCoordinateSystem.floatValue; + polarCenterModeTmp = castShadowsPolarCenterMode.floatValue; + polarCenterTmp = castShadowsPolarCenter.vectorValue; + sSCameraDistanceScaledTmp = castShadowsSSCameraDistanceScaled.floatValue; + anchorSSToObjectsOriginTmp = castShadowsAnchorSSToObjectsOrigin.floatValue; + + // DENSITY AND DIRECTION + densityTmp = stylingCastShadowsDensity.floatValue; + initialDirectionTmp = stylingCastShadowsInitialDirection.floatValue; + rotationBetweenCellsTmp = stylingCastShadowsRotationBetweenCells.floatValue; + halftonesOffsetTmp = stylingCastShadowsHalftonesOffset.floatValue; + + // STYLE SETTINGS + //colorTmp = stylingCastShadowsColor.floatValue; + opacityTmp = stylingCastShadowsOpacity.floatValue; + opacityFalloffTmp = stylingCastShadowsOpacityFalloff.floatValue; + thicknessControlTmp = stylingCastShadowsThicknessControl.floatValue; + thicknessTmp = stylingCastShadowsThickness.floatValue; + thicknessFalloffTmp = stylingCastShadowsThicknessFalloff.floatValue; + hardnessTmp = stylingCastShadowsHardness.floatValue; + halftonesRoundnessTmp = stylingCastShadowsHalftonesRoundness.floatValue; + halftonesRoundnessFalloffTmp = stylingCastShadowsHalftonesRoundnessFalloff.floatValue; + + + //DASHES: + enableDashesTmp = stylingCastShadowsEnableDashes.floatValue; + dashesSizeTmp = stylingCastShadowsDashesSize.floatValue; + dashesUseHatchingDensityTmp = stylingCastShadowsDashesUseHatchingDensity.floatValue; + dashesDensityTmp = stylingCastShadowsDashesDensity.floatValue; + dashesRoundnessTmp = stylingCastShadowsDashesRoundness.floatValue; + dashesTypeTmp = stylingCastShadowsDashesType.floatValue; + dashesOffsetTmp = stylingCastShadowsDashesOffset.floatValue; + + dashesTransitionPositionTmp = stylingCastShadowsDashesTransitionPosition.floatValue; + dashesTransitionSoftnessTmp = stylingCastShadowsDashesTransitionSoftness.floatValue; + + // RANDOMIZER + enableRandomizerTmp = enableCastShadowsRandomizer.floatValue; + perlinNoiseSizeTmp = castShadowsNoise1Size.floatValue; + perlinNoiseSeedTmp = castShadowsNoise1Seed.floatValue; + whiteNoiseSeedTmp = castShadowsNoise2Seed.floatValue; + noiseIntensityTmp = noiseIntensityCastShadows.floatValue; + spacingRandomModeTmp = spacingRandomModeCastShadows.floatValue; + spacingRandomIntensityTmp = spacingRandomIntensityCastShadows.floatValue; + opacityRandomModeTmp = opacityRandomModeCastShadows.floatValue; + opacityRandomIntensityTmp = opacityRandomIntensityCastShadows.floatValue; + hardnessRandomModeTmp = hardnessRandomModeCastShadows.floatValue; + hardnessRandomIntensityTmp = hardnessRandomIntensityCastShadows.floatValue; + lengthRandomModeTmp = lengthRandomModeCastShadows.floatValue; + lengthRandomIntensityTmp = lengthRandomIntensityCastShadows.floatValue; + thicknessRandomModeTmp = thicknessRandomModeCastShadows.floatValue; + thicknessRandomIntensityTmp = thicknessRandomIntensityCastShadows.floatValue; + } + else if (from == StylingSyncMode.Specular) + { + // PARTITIONING + numberOfCellsHatchingTmp = 1; + + // STYLE + styleTmp = specularStyle.floatValue; + + // BLENDING + blendingTmp = stylingSpecularBlending.floatValue; + isInvertedTmp = stylingSpecularIsInverted.floatValue; + + // DRAW SPACE + drawSpaceTmp = specularDrawSpace.floatValue; + coordinateSystemTmp = specularCoordinateSystem.floatValue; + polarCenterModeTmp = specularPolarCenterMode.floatValue; + polarCenterTmp = specularPolarCenter.vectorValue; + sSCameraDistanceScaledTmp = specularSSCameraDistanceScaled.floatValue; + anchorSSToObjectsOriginTmp = specularAnchorSSToObjectsOrigin.floatValue; + + // DENSITY AND DIRECTION + densityTmp = stylingSpecularDensity.floatValue; + initialDirectionTmp = stylingSpecularRotation.floatValue; + rotationBetweenCellsTmp = initialDirectionTmp + 40; + halftonesOffsetTmp = stylingSpecularHalftonesOffset.floatValue; + + // STYLE SETTINGS + //colorTmp = stylingSpecularColor.floatValue; + opacityTmp = stylingSpecularOpacity.floatValue; + opacityFalloffTmp = stylingSpecularOpacityFalloff.floatValue; + thicknessControlTmp = stylingSpecularThicknessControl.floatValue; + thicknessTmp = stylingSpecularThickness.floatValue; + thicknessFalloffTmp = stylingSpecularThicknessFalloff.floatValue; + hardnessTmp = stylingSpecularHardness.floatValue; + halftonesRoundnessTmp = stylingSpecularHalftonesRoundness.floatValue; + halftonesRoundnessFalloffTmp = stylingSpecularHalftonesRoundnessFalloff.floatValue; + + //DASHES: + enableDashesTmp = stylingSpecularEnableDashes.floatValue; + dashesSizeTmp = stylingSpecularDashesSize.floatValue; + dashesUseHatchingDensityTmp = stylingSpecularDashesUseHatchingDensity.floatValue; + dashesDensityTmp = stylingSpecularDashesDensity.floatValue; + dashesRoundnessTmp = stylingSpecularDashesRoundness.floatValue; + dashesTypeTmp = stylingSpecularDashesType.floatValue; + dashesOffsetTmp = stylingSpecularDashesOffset.floatValue; + + dashesTransitionPositionTmp = stylingSpecularDashesTransitionPosition.floatValue; + dashesTransitionSoftnessTmp = stylingSpecularDashesTransitionSoftness.floatValue; + + // RANDOMIZER + enableRandomizerTmp = enableSpecularRandomizer.floatValue; + perlinNoiseSizeTmp = noise1SizeSpecular.floatValue; + perlinNoiseSeedTmp = noise1SeedSpecular.floatValue; + whiteNoiseSeedTmp = noise2SeedSpecular.floatValue; + noiseIntensityTmp = noiseIntensitySpecular.floatValue; + spacingRandomModeTmp = spacingRandomModeSpecular.floatValue; + spacingRandomIntensityTmp = spacingRandomIntensitySpecular.floatValue; + opacityRandomModeTmp = opacityRandomModeSpecular.floatValue; + opacityRandomIntensityTmp = opacityRandomIntensitySpecular.floatValue; + hardnessRandomModeTmp = hardnessRandomModeSpecular.floatValue; + hardnessRandomIntensityTmp = hardnessRandomIntensitySpecular.floatValue; + lengthRandomModeTmp = lengthRandomModeSpecular.floatValue; + lengthRandomIntensityTmp = lengthRandomIntensitySpecular.floatValue; + thicknessRandomModeTmp = thicknessRandomModeSpecular.floatValue; + thicknessRandomIntensityTmp = thicknessRandomIntensitySpecular.floatValue; + } + else if (from == StylingSyncMode.Rim) + { + // PARTITIONING + numberOfCellsHatchingTmp = 1; + + // STYLE + styleTmp = rimStyle.floatValue; + + // BLENDING + blendingTmp = stylingRimBlending.floatValue; + isInvertedTmp = stylingRimIsInverted.floatValue; + + // DRAW SPACE + drawSpaceTmp = rimDrawSpace.floatValue; + coordinateSystemTmp = rimCoordinateSystem.floatValue; + polarCenterModeTmp = rimPolarCenterMode.floatValue; + polarCenterTmp = rimPolarCenter.vectorValue; + sSCameraDistanceScaledTmp = rimSSCameraDistanceScaled.floatValue; + anchorSSToObjectsOriginTmp = rimAnchorSSToObjectsOrigin.floatValue; + + // DENSITY AND DIRECTION + densityTmp = stylingRimDensity.floatValue; + initialDirectionTmp = stylingRimRotation.floatValue; + rotationBetweenCellsTmp = initialDirectionTmp + 40; + halftonesOffsetTmp = stylingRimHalftonesOffset.floatValue; + + // STYLE SETTINGS + //colorTmp = stylingRimColor.floatValue; + opacityTmp = stylingRimOpacity.floatValue; + opacityFalloffTmp = stylingRimOpacityFalloff.floatValue; + thicknessControlTmp = stylingRimThicknessControl.floatValue; + thicknessTmp = stylingRimThickness.floatValue; + thicknessFalloffTmp = stylingRimThicknessFalloff.floatValue; + hardnessTmp = stylingRimHardness.floatValue; + halftonesRoundnessTmp = stylingRimHalftonesRoundness.floatValue; + halftonesRoundnessFalloffTmp = stylingRimHalftonesRoundnessFalloff.floatValue; + + //DASHES: + enableDashesTmp = stylingRimEnableDashes.floatValue; + dashesSizeTmp = stylingRimDashesSize.floatValue; + dashesUseHatchingDensityTmp = stylingRimDashesUseHatchingDensity.floatValue; + dashesDensityTmp = stylingRimDashesDensity.floatValue; + dashesRoundnessTmp = stylingRimDashesRoundness.floatValue; + dashesTypeTmp = stylingRimDashesType.floatValue; + dashesOffsetTmp = stylingRimDashesOffset.floatValue; + + dashesTransitionPositionTmp = stylingRimDashesTransitionPosition.floatValue; + dashesTransitionSoftnessTmp = stylingRimDashesTransitionSoftness.floatValue; + + // RANDOMIZER + enableRandomizerTmp = enableRimRandomizer.floatValue; + perlinNoiseSizeTmp = rimNoise1Size.floatValue; + perlinNoiseSeedTmp = rimNoise1Seed.floatValue; + whiteNoiseSeedTmp = rimNoise2Seed.floatValue; + noiseIntensityTmp = noiseIntensityRim.floatValue; + spacingRandomModeTmp = spacingRandomModeRim.floatValue; + spacingRandomIntensityTmp = spacingRandomIntensityRim.floatValue; + opacityRandomModeTmp = opacityRandomModeRim.floatValue; + opacityRandomIntensityTmp = opacityRandomIntensityRim.floatValue; + hardnessRandomModeTmp = hardnessRandomModeRim.floatValue; + hardnessRandomIntensityTmp = hardnessRandomIntensityRim.floatValue; + lengthRandomModeTmp = lengthRandomModeRim.floatValue; + lengthRandomIntensityTmp = lengthRandomIntensityRim.floatValue; + thicknessRandomModeTmp = thicknessRandomModeRim.floatValue; + thicknessRandomIntensityTmp = thicknessRandomIntensityRim.floatValue; + } + + + if (to == StyleAreaMode.Shading) + { + // PARTITIONING + numberOfCellsHatching.floatValue = numberOfCellsHatchingTmp; + + // STYLE + shadingStyle.floatValue = styleTmp; + + // BLENDING + stylingShadingBlending.floatValue = blendingTmp; + stylingShadingIsInverted.floatValue = isInvertedTmp; + + // DRAW SPACE + drawSpace.floatValue = drawSpaceTmp; + coordinateSystem.floatValue = coordinateSystemTmp; + polarCenterMode.floatValue = polarCenterModeTmp; + polarCenter.vectorValue = polarCenterTmp; + sSCameraDistanceScaled.floatValue = sSCameraDistanceScaledTmp; + anchorSSToObjectsOrigin.floatValue = anchorSSToObjectsOriginTmp; + + // DENSITY AND DIRECTION + stylingShadingDensity.floatValue = densityTmp; + stylingShadingInitialDirection.floatValue = initialDirectionTmp; + stylingShadingRotationBetweenCells.floatValue = rotationBetweenCellsTmp; + stylingShadingHalftonesOffset.floatValue = halftonesOffsetTmp; + + // STYLE SETTINGS + //stylingShadingColor.floatValue = colorTmp; + stylingShadingOpacity.floatValue = opacityTmp; + stylingShadingOpacityFalloff.floatValue = opacityFalloffTmp; + stylingShadingThicknessControl.floatValue = thicknessControlTmp; + stylingShadingThickness.floatValue = thicknessTmp; + stylingShadingThicknessFalloff.floatValue = thicknessFalloffTmp; + stylingShadingHardness.floatValue = hardnessTmp; + stylingShadingHalftonesRoundness.floatValue = halftonesRoundnessTmp; + stylingShadingHalftonesRoundnessFalloff.floatValue = halftonesRoundnessFalloffTmp; + + + + //DASHES: + stylingShadingEnableDashes.floatValue = enableDashesTmp; + stylingShadingDashesSize.floatValue = dashesSizeTmp; + stylingShadingDashesUseHatchingDensity.floatValue = dashesUseHatchingDensityTmp; + stylingShadingDashesDensity.floatValue = dashesDensityTmp; + stylingShadingDashesRoundness.floatValue = dashesRoundnessTmp; + stylingShadingDashesType.floatValue = dashesTypeTmp; + stylingShadingDashesOffset.floatValue = dashesOffsetTmp; + + stylingShadingDashesTransitionPosition.floatValue = dashesTransitionPositionTmp; + stylingShadingDashesTransitionSoftness.floatValue = dashesTransitionSoftnessTmp; + + // RANDOMIZER + enableShadingRandomizer.floatValue = enableRandomizerTmp; + shadingNoise1Size.floatValue = perlinNoiseSizeTmp; + shadingNoise1Seed.floatValue = perlinNoiseSeedTmp; + shadingNoise2Seed.floatValue = whiteNoiseSeedTmp; + noiseIntensity.floatValue = noiseIntensityTmp; + spacingRandomMode.floatValue = spacingRandomModeTmp; + spacingRandomIntensity.floatValue = spacingRandomIntensityTmp; + opacityRandomMode.floatValue = opacityRandomModeTmp; + opacityRandomIntensity.floatValue = opacityRandomIntensityTmp; + hardnessRandomMode.floatValue = hardnessRandomModeTmp; + hardnessRandomIntensity.floatValue = hardnessRandomIntensityTmp; + lengthRandomMode.floatValue = lengthRandomModeTmp; + lengthRandomIntensity.floatValue = lengthRandomIntensityTmp; + thicknessRandomMode.floatValue = thicknessRandomModeTmp; + thicknessRandomIntensity.floatValue = thicknessRandomIntensityTmp; + } + else if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader() && to == StyleAreaMode.CastShadows) + { + // PARTITIONING + stylingCastShadowsNumberOfCellsHatching.floatValue = numberOfCellsHatchingTmp; + + // STYLE + castShadowsStyle.floatValue = styleTmp; + + // BLENDING + stylingCastShadowsBlending.floatValue = blendingTmp; + stylingCastShadowsIsInverted.floatValue = isInvertedTmp; + + // DRAW SPACE + castShadowsDrawSpace.floatValue = drawSpaceTmp; + castShadowsCoordinateSystem.floatValue = coordinateSystemTmp; + castShadowsPolarCenterMode.floatValue = polarCenterModeTmp; + castShadowsPolarCenter.vectorValue = polarCenterTmp; + castShadowsSSCameraDistanceScaled.floatValue = sSCameraDistanceScaledTmp; + castShadowsAnchorSSToObjectsOrigin.floatValue = anchorSSToObjectsOriginTmp; + + // DENSITY AND DIRECTION + stylingCastShadowsDensity.floatValue = densityTmp; + stylingCastShadowsInitialDirection.floatValue = initialDirectionTmp; + stylingCastShadowsRotationBetweenCells.floatValue = rotationBetweenCellsTmp; + stylingCastShadowsHalftonesOffset.floatValue = halftonesOffsetTmp; + + // STYLE SETTINGS + //stylingCastShadowsColor.floatValue = colorTmp; + stylingCastShadowsOpacity.floatValue = opacityTmp; + stylingCastShadowsOpacityFalloff.floatValue = opacityFalloffTmp; + stylingCastShadowsThicknessControl.floatValue = thicknessControlTmp; + stylingCastShadowsThickness.floatValue = thicknessTmp; + stylingCastShadowsThicknessFalloff.floatValue = thicknessFalloffTmp; + stylingCastShadowsHardness.floatValue = hardnessTmp; + stylingCastShadowsHalftonesRoundness.floatValue = halftonesRoundnessTmp; + stylingCastShadowsHalftonesRoundnessFalloff.floatValue = halftonesRoundnessFalloffTmp; + + + //DASHES: + stylingCastShadowsEnableDashes.floatValue = enableDashesTmp; + stylingCastShadowsDashesSize.floatValue = dashesSizeTmp; + stylingCastShadowsDashesUseHatchingDensity.floatValue = dashesUseHatchingDensityTmp; + stylingCastShadowsDashesDensity.floatValue = dashesDensityTmp; + stylingCastShadowsDashesRoundness.floatValue = dashesRoundnessTmp; + stylingCastShadowsDashesType.floatValue = dashesTypeTmp; + stylingCastShadowsDashesOffset.floatValue = dashesOffsetTmp; + + stylingCastShadowsDashesTransitionPosition.floatValue = dashesTransitionPositionTmp; + stylingCastShadowsDashesTransitionSoftness.floatValue = dashesTransitionSoftnessTmp; + + + // RANDOMIZER + enableCastShadowsRandomizer.floatValue = enableRandomizerTmp; + castShadowsNoise1Size.floatValue = perlinNoiseSizeTmp; + castShadowsNoise1Seed.floatValue = perlinNoiseSeedTmp; + castShadowsNoise2Seed.floatValue = whiteNoiseSeedTmp; + noiseIntensityCastShadows.floatValue = noiseIntensityTmp; + spacingRandomModeCastShadows.floatValue = spacingRandomModeTmp; + spacingRandomIntensityCastShadows.floatValue = spacingRandomIntensityTmp; + opacityRandomModeCastShadows.floatValue = opacityRandomModeTmp; + opacityRandomIntensityCastShadows.floatValue = opacityRandomIntensityTmp; + hardnessRandomModeCastShadows.floatValue = hardnessRandomModeTmp; + hardnessRandomIntensityCastShadows.floatValue = hardnessRandomIntensityTmp; + lengthRandomModeCastShadows.floatValue = lengthRandomModeTmp; + lengthRandomIntensityCastShadows.floatValue = lengthRandomIntensityTmp; + thicknessRandomModeCastShadows.floatValue = thicknessRandomModeTmp; + thicknessRandomIntensityCastShadows.floatValue = thicknessRandomIntensityTmp; + + } + else if (to == StyleAreaMode.Specular) + { + // STYLE + specularStyle.floatValue = styleTmp; + + // BLENDING + stylingSpecularBlending.floatValue = blendingTmp; + stylingSpecularIsInverted.floatValue = isInvertedTmp; + + // DRAW SPACE + specularDrawSpace.floatValue = drawSpaceTmp; + specularCoordinateSystem.floatValue = coordinateSystemTmp; + specularPolarCenterMode.floatValue = polarCenterModeTmp; + specularPolarCenter.vectorValue = polarCenterTmp; + //if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + //{ + specularSSCameraDistanceScaled.floatValue = sSCameraDistanceScaledTmp; + //} + specularAnchorSSToObjectsOrigin.floatValue = anchorSSToObjectsOriginTmp; + + // DENSITY AND DIRECTION + stylingSpecularDensity.floatValue = densityTmp; + stylingSpecularRotation.floatValue = initialDirectionTmp; + stylingSpecularHalftonesOffset.floatValue = halftonesOffsetTmp; + + // STYLE SETTINGS + //stylingSpecularColor.floatValue = colorTmp; + stylingSpecularOpacity.floatValue = opacityTmp; + stylingSpecularOpacityFalloff.floatValue = opacityFalloffTmp; + stylingSpecularThicknessControl.floatValue = thicknessControlTmp; + stylingSpecularThickness.floatValue = thicknessTmp; + stylingSpecularThicknessFalloff.floatValue = thicknessFalloffTmp; + stylingSpecularHardness.floatValue = hardnessTmp; + stylingSpecularHalftonesRoundness.floatValue = halftonesRoundnessTmp; + stylingSpecularHalftonesRoundnessFalloff.floatValue = halftonesRoundnessFalloffTmp; + + + + //DASHES: + stylingSpecularEnableDashes.floatValue = enableDashesTmp; + stylingSpecularDashesSize.floatValue = dashesSizeTmp; + stylingSpecularDashesUseHatchingDensity.floatValue = dashesUseHatchingDensityTmp; + stylingSpecularDashesDensity.floatValue = dashesDensityTmp; + stylingSpecularDashesRoundness.floatValue = dashesRoundnessTmp; + stylingSpecularDashesType.floatValue = dashesTypeTmp; + stylingSpecularDashesOffset.floatValue = dashesOffsetTmp; + + stylingSpecularDashesTransitionPosition.floatValue = dashesTransitionPositionTmp; + stylingSpecularDashesTransitionSoftness.floatValue = dashesTransitionSoftnessTmp; + + + // RANDOMIZER + enableSpecularRandomizer.floatValue = enableRandomizerTmp; + noise1SizeSpecular.floatValue = perlinNoiseSizeTmp; + noise1SeedSpecular.floatValue = perlinNoiseSeedTmp; + noise2SeedSpecular.floatValue = whiteNoiseSeedTmp; + noiseIntensitySpecular.floatValue = noiseIntensityTmp; + spacingRandomModeSpecular.floatValue = spacingRandomModeTmp; + spacingRandomIntensitySpecular.floatValue = spacingRandomIntensityTmp; + opacityRandomModeSpecular.floatValue = opacityRandomModeTmp; + opacityRandomIntensitySpecular.floatValue = opacityRandomIntensityTmp; + hardnessRandomModeSpecular.floatValue = hardnessRandomModeTmp; + hardnessRandomIntensitySpecular.floatValue = hardnessRandomIntensityTmp; + lengthRandomModeSpecular.floatValue = lengthRandomModeTmp; + lengthRandomIntensitySpecular.floatValue = lengthRandomIntensityTmp; + thicknessRandomModeSpecular.floatValue = thicknessRandomModeTmp; + thicknessRandomIntensitySpecular.floatValue = thicknessRandomIntensityTmp; + + } + else if (to == StyleAreaMode.Rim) + { + // STYLE + rimStyle.floatValue = styleTmp; + + // BLENDING + stylingRimBlending.floatValue = blendingTmp; + stylingRimIsInverted.floatValue = isInvertedTmp; + + // DRAW SPACE + rimDrawSpace.floatValue = drawSpaceTmp; + rimCoordinateSystem.floatValue = coordinateSystemTmp; + rimPolarCenterMode.floatValue = polarCenterModeTmp; + rimPolarCenter.vectorValue = polarCenterTmp; + rimSSCameraDistanceScaled.floatValue = sSCameraDistanceScaledTmp; + rimAnchorSSToObjectsOrigin.floatValue = anchorSSToObjectsOriginTmp; + + // DENSITY AND DIRECTION + stylingRimDensity.floatValue = densityTmp; + stylingRimRotation.floatValue = initialDirectionTmp; + stylingRimHalftonesOffset.floatValue = halftonesOffsetTmp; + + // STYLE SETTINGS + //stylingRimColor.floatValue = colorTmp; + stylingRimOpacity.floatValue = opacityTmp; + stylingRimOpacityFalloff.floatValue = opacityFalloffTmp; + stylingRimThicknessControl.floatValue = thicknessControlTmp; + stylingRimThickness.floatValue = thicknessTmp; + stylingRimThicknessFalloff.floatValue = thicknessFalloffTmp; + stylingRimHardness.floatValue = hardnessTmp; + stylingRimHalftonesRoundness.floatValue = halftonesRoundnessTmp; + stylingRimHalftonesRoundnessFalloff.floatValue = halftonesRoundnessFalloffTmp; + + + //DASHES: + stylingRimEnableDashes.floatValue = enableDashesTmp; + stylingRimDashesSize.floatValue = dashesSizeTmp; + stylingRimDashesUseHatchingDensity.floatValue = dashesUseHatchingDensityTmp; + stylingRimDashesDensity.floatValue = dashesDensityTmp; + stylingRimDashesRoundness.floatValue = dashesRoundnessTmp; + stylingRimDashesType.floatValue = dashesTypeTmp; + stylingRimDashesOffset.floatValue = dashesOffsetTmp; + + stylingRimDashesTransitionPosition.floatValue = dashesTransitionPositionTmp; + stylingRimDashesTransitionSoftness.floatValue = dashesTransitionSoftnessTmp; + + + // RANDOMIZER + enableRimRandomizer.floatValue = enableRandomizerTmp; + rimNoise1Size.floatValue = perlinNoiseSizeTmp; + rimNoise1Seed.floatValue = perlinNoiseSeedTmp; + rimNoise2Seed.floatValue = whiteNoiseSeedTmp; + noiseIntensityRim.floatValue = noiseIntensityTmp; + spacingRandomModeRim.floatValue = spacingRandomModeTmp; + spacingRandomIntensityRim.floatValue = spacingRandomIntensityTmp; + opacityRandomModeRim.floatValue = opacityRandomModeTmp; + opacityRandomIntensityRim.floatValue = opacityRandomIntensityTmp; + hardnessRandomModeRim.floatValue = hardnessRandomModeTmp; + hardnessRandomIntensityRim.floatValue = hardnessRandomIntensityTmp; + lengthRandomModeRim.floatValue = lengthRandomModeTmp; + lengthRandomIntensityRim.floatValue = lengthRandomIntensityTmp; + thicknessRandomModeRim.floatValue = thicknessRandomModeTmp; + thicknessRandomIntensityRim.floatValue = thicknessRandomIntensityTmp; + + } + } + } +#if UNITY_EDITOR && USING_URP && USING_TOON2D + + private void DoSpecular2DLightManagerCheck() + { + Toon2DLightManager toon2DLightManager = UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include); + if (toon2DLightManager == null) + { + EditorGUILayout.HelpBox("You haven't added the Toon2DLightManager Component to your scene. Without it Specular won't work!", MessageType.Warning); + + if (GUILayout.Button("Add Toon2DLightManager component")) + { + GameObject go = new GameObject(typeof(Toon2DLightManager).Name); // Name = "MyCustomScript" + go.AddComponent(); + } + + + } + else if (toon2DLightManager.enabled == false) + { + EditorGUILayout.HelpBox("Your Toon2DLightManager Component on the GameObject \"" + toon2DLightManager.gameObject.name + "\" is not active, please enable it for Specular to work!", MessageType.Warning); + if (GUILayout.Button("Enable Toon2DLightManager component")) + { + toon2DLightManager.enabled = true; + } + } + else if (toon2DLightManager.gameObject.activeInHierarchy == false) + { + EditorGUILayout.HelpBox("Your GameObject \"" + toon2DLightManager.gameObject.name + "\" with the Toon2DLightManager Component on is not active, please enable it for Specular to work!", MessageType.Warning); + if (GUILayout.Button("Enable GameObject with Toon2DLightManager")) + { + toon2DLightManager.gameObject.SetActive(true); + } + } + } +#endif + private void DoSpecularStylingArea() + { + Color green = Color.blue; + + if (enableSpecularStyling.floatValue == 0) + { + m_StylingSpecularFoldout.value = false; + } + DisableGUIIfOptimizedShader(); + Tuple tupleValues = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.StylingSpecular, m_StylingSpecularFoldout.value, Convert.ToBoolean(enableSpecularStyling.floatValue), green, 4); + GUI.enabled = true; + + m_StylingSpecularFoldout.value = tupleValues.Item1; + + float enableSpecularStylingFloat = Convert.ToSingle(tupleValues.Item2); + if (enableSpecularStyling.floatValue != enableSpecularStylingFloat && enableSpecularStylingFloat == 1) + { + m_StylingSpecularFoldout.value = true; + stylingSpecularSyncWithOtherStyling.floatValue = (float)FindFirstEnabledStyle(StylingSyncMode.Specular); + + } + enableSpecularStyling.floatValue = enableSpecularStylingFloat; + + EditorGUILayout.Space(); + + if (m_StylingSpecularFoldout.value) + { + if (enableSpecularStyling.floatValue != 0) + { + +#if UNITY_EDITOR && USING_URP && USING_TOON2D + if (rp == RenderPipelineOptions.URP2D) + { + //var go = Selection.activeGameObject; + //if (go != null && go.GetComponent() == null) + //{ + // EditorGUILayout.HelpBox("This Sprite doesn't have a TheToonShaderSprite component attached to it. Without it Specular won't work!", MessageType.Warning); + //} + //Toon2DLightManager toon2DLightManager = UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include); + //if (toon2DLightManager == null) + //{ + // EditorGUILayout.HelpBox("You haven't added the Toon2DLightManager Component to your scene. Without it Specular won't work!", MessageType.Warning); + //} + //else if (toon2DLightManager.enabled == false) + //{ + // EditorGUILayout.HelpBox("Your Toon2DLightManager Component on the GameObject \"" + toon2DLightManager.gameObject.name + "\" is not active, please enable it for Specular to work!", MessageType.Warning); + //} + //else if (toon2DLightManager.gameObject.activeInHierarchy == false) + //{ + // EditorGUILayout.HelpBox("Your GameObject \"" + toon2DLightManager.gameObject.name + "\" with the Toon2DLightManager Component on is not active, please enable it for Specular to work!", MessageType.Warning); + //} + + + DoSpecular2DLightManagerCheck(); + + + EditorGUILayout.Space(); + } +#endif + + EditorGUILayout.Space(); + DoStylingSpecularSettingsArea(green); + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + + //materialEditor.ShaderProperty(stylingSpecularCutOutShading, "Cut out shading"); + DrawShaderPropertyWithTooltip(stylingSpecularCutOutShading, "Cut out shading"); + + +#if USING_URP + stylingSpecularUseLightColors.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Use Light Colors", Convert.ToBoolean(stylingSpecularUseLightColors.floatValue))); + if(stylingSpecularUseLightColors.floatValue == 0) +#endif + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(stylingSpecularColor, "Color"); + DrawShaderPropertyWithTooltip(stylingSpecularColor, "Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + } +#if USING_URP + else + { + //materialEditor.ShaderProperty(stylingSpecularColorBoost, "Color Boost"); + } +#endif + + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + //if (rp != RenderPipelineOptions.URP2D) + //{ + string[] availableOptions = GetArrayOfAvailableStylingOptions(StylingSyncMode.Specular); + if (availableOptions.Length > 1) + { + DisableGUIIfOptimizedShader(); + stylingSpecularSyncWithOtherStyling.floatValue = FromPopUpIntToFloatValue(EditorGUILayout.Popup("Sync with ", FromFloatValueToPopUpInt(stylingSpecularSyncWithOtherStyling.floatValue, availableOptions), availableOptions), availableOptions); + GUI.enabled = true; + EditorGUILayout.Space(); + + + if (stylingSpecularSyncWithOtherStyling.floatValue != 0) + { + EditorGUILayout.HelpBox("Specular styling now syncs continuously with " + + ((StylingSyncMode)stylingSpecularSyncWithOtherStyling.floatValue).ToString() + + " Styling, updating automatically.", MessageType.Info); + + SyncStylingValues((StylingSyncMode)stylingSpecularSyncWithOtherStyling.floatValue, StyleAreaMode.Specular); + EditorGUILayout.Space(); + } + + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + } + else + { + stylingSpecularSyncWithOtherStyling.floatValue = 0; + } + + GUI.enabled = stylingSpecularSyncWithOtherStyling.floatValue == 0; + //} + DisableGUIIfOptimizedShader(); + specularStyle.floatValue = GUILayout.Toolbar((int)specularStyle.floatValue, stylingOptions); + GUI.enabled = true; + EditorGUILayout.Space(); + + + + + if (stylingSpecularSyncWithOtherStyling.floatValue == 0) + { + if (specularStyle.floatValue != 2) + { + DoStylingPositionAndBlendingSubArea(StyleAreaMode.Specular, m_SpecularStylingBlendingFoldout, green); + DoStylingDrawSpaceArea(StyleAreaMode.Specular, m_SpecularStylingDrawSpaceFoldout, green); + DoStylingStyleDensityRotationArea((Styling)specularStyle.floatValue, m_ShadingStylingRotationFoldout, stylingSpecularDensity, stylingSpecularRotation, null, stylingSpecularHalftonesOffset, specularDrawSpace, green); + DoStylingSpecularStylingArea(green); + } + else + { + EditorGUILayout.LabelField("TODO: Texture Stuff"); + } + } + //else + //{ + // EditorGUILayout.HelpBox("Specular styling now syncs continuously with " + // + ((StylingSyncMode)stylingSpecularSyncWithOtherStyling.floatValue).ToString() + // + " Styling, updating automatically.", MessageType.Info); + + // SyncStylingValues((StylingSyncMode)stylingSpecularSyncWithOtherStyling.floatValue, StyleAreaMode.Specular); + //} + + + //EditorGUI.indentLevel -= 1; + EditorGUILayout.Space(); + EditorGUILayout.Space(); + } + } + } + + + + private void DoRimStylingArea() + { + Color blue = Color.cyan; + + if (enableRimStyling.floatValue == 0) + { + m_StylingRimFoldout.value = false; + } + + DisableGUIIfOptimizedShader(); + Tuple tupleValues = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.StylingRim, m_StylingRimFoldout.value, Convert.ToBoolean(enableRimStyling.floatValue),blue, 4); + GUI.enabled = true; + + m_StylingRimFoldout.value = tupleValues.Item1; + + float enableRimStylingFloat = Convert.ToSingle(tupleValues.Item2); + if (enableRimStyling.floatValue != enableRimStylingFloat && enableRimStylingFloat == 1) + { + m_StylingRimFoldout.value = true; + stylingRimSyncWithOtherStyling.floatValue = (float)FindFirstEnabledStyle(StylingSyncMode.Rim); + } + enableRimStyling.floatValue = enableRimStylingFloat; + EditorGUILayout.Space(); + if (m_StylingRimFoldout.value) + { + if (enableRimStyling.floatValue != 0) + { + + EditorGUILayout.Space(); + DoStylingRimSettingsArea(blue); + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation(); + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(stylingRimColor, "Color"); + DrawShaderPropertyWithTooltip(stylingRimColor, "Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + EditorGUILayout.Space(); + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + //if (rp != RenderPipelineOptions.URP2D) + //{ + string[] availableOptions = GetArrayOfAvailableStylingOptions(StylingSyncMode.Rim); + if (availableOptions.Length > 1) + { + DisableGUIIfOptimizedShader(); + stylingRimSyncWithOtherStyling.floatValue = FromPopUpIntToFloatValue(EditorGUILayout.Popup("Sync with ", FromFloatValueToPopUpInt(stylingRimSyncWithOtherStyling.floatValue, availableOptions), availableOptions), availableOptions); + GUI.enabled = true; + + EditorGUILayout.Space(); + + if (stylingRimSyncWithOtherStyling.floatValue != 0) + { + EditorGUILayout.HelpBox("Specular styling now syncs continuously with " + + ((StylingSyncMode)stylingRimSyncWithOtherStyling.floatValue).ToString() + + " Styling, updating automatically.", MessageType.Info); + + SyncStylingValues((StylingSyncMode)stylingRimSyncWithOtherStyling.floatValue, StyleAreaMode.Rim); + + EditorGUILayout.Space(); + } + + EditorUtils.DrawSubMenuSeparation2(); + EditorGUILayout.Space(); + } + else + { + stylingRimSyncWithOtherStyling.floatValue = 0; + } + + GUI.enabled = stylingRimSyncWithOtherStyling.floatValue == 0; + //} + DisableGUIIfOptimizedShader(); + rimStyle.floatValue = GUILayout.Toolbar((int)rimStyle.floatValue, stylingOptions); + GUI.enabled = true; + EditorGUILayout.Space(); + + + if (stylingRimSyncWithOtherStyling.floatValue == 0) + { + if (rimStyle.floatValue != 2) + { + DoStylingPositionAndBlendingSubArea(StyleAreaMode.Rim, m_RimStylingBlendingFoldout, blue); + DoStylingDrawSpaceArea(StyleAreaMode.Rim, m_RimStylingDrawSpaceFoldout, blue); + DoStylingStyleDensityRotationArea((Styling)rimStyle.floatValue, m_ShadingStylingRotationFoldout, stylingRimDensity, stylingRimRotation, null, stylingRimHalftonesOffset, rimDrawSpace, blue); + DoStylingRimStylingArea(blue); + } + else + { + EditorGUILayout.LabelField("TODO: Texture Stuff"); + } + } + //else + //{ + // EditorGUILayout.HelpBox("Specular styling now syncs continuously with " + // + ((StylingSyncMode)stylingRimSyncWithOtherStyling.floatValue).ToString() + // + " Styling, updating automatically.", MessageType.Info); + + // SyncStylingValues((StylingSyncMode)stylingRimSyncWithOtherStyling.floatValue, StyleAreaMode.Rim); + //} + } + } + } + + private void DoStylingArea(Material material) + { + DisableGUIIfOptimizedShader(); + bool showStylingArea = ToonEditorUtils.MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(Styles.StylingAreaHeader, m_StylingAreaFoldout, enableStyling); + GUI.enabled = true; + + stylingAnimBool.target = showStylingArea == true; + if (EditorGUILayout.BeginFadeGroup(stylingAnimBool.faded)) + { + EditorGUILayout.Space(); + + if (rp == RenderPipelineOptions.BiRP) + { + EditorGUILayout.HelpBox("In the Built-in RenderPipeline(BiRP), you can use Styling only with the main directional light! Any other light source will be ignored! If you want to use Spotlights etc with BiRP, let us know. The URP version does support any light type!", MessageType.Info); + } + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + if (enableShadingStyling.floatValue == 1) //|| enableCastShadowsStyling.floatValue == 1 || enableSpecularStyling.floatValue == 1 || enableRimStyling.floatValue == 1) + { + EditorGUILayout.Space(); + + DisableGUIIfOptimizedShader(); + bool showDistanceFadeOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.GeneralStylingDistanceFade, m_GeneralStylingDistanceFadeFoldout, enableStylingDistanceFade, Color.black); + GUI.enabled = true; + if (showDistanceFadeOptions) + { + EditorGUI.indentLevel += 1; + EditorGUIUtility.labelWidth = oriLabelWidth; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 104; + + //materialEditor.ShaderProperty(stylingDFStartingDistance, "Starting Distance"); + DrawShaderPropertyWithTooltip(stylingDFStartingDistance, "Starting Distance"); + makeAlwaysPositiv(stylingDFStartingDistance); + //materialEditor.ShaderProperty(stylingDFFalloff, "Falloff"); + DrawShaderPropertyWithTooltip(stylingDFFalloff, "Falloff"); + makeAlwaysPositiv(stylingDFFalloff); + EditorGUIUtility.labelWidth = oriLabelWidth; + + stylingAdjustDistanceFadeValue.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Adjust Fade Value", Convert.ToBoolean(stylingAdjustDistanceFadeValue.floatValue))); + if (stylingAdjustDistanceFadeValue.floatValue == 1) + { + //materialEditor.ShaderProperty(stylingDistanceFadeValue, "Fade Value"); + DrawShaderPropertyWithTooltip(stylingDistanceFadeValue, "Fade Value"); + + } + EditorGUI.indentLevel -= 1; + + EditorGUILayout.Space(); + } + //enableStylingDistanceFade.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Distance Fade", Convert.ToBoolean(enableStylingDistanceFade.floatValue))); + //if (enableStylingDistanceFade.floatValue == 1) + //{ + // EditorGUI.indentLevel += 1; + // EditorGUIUtility.labelWidth = oriLabelWidth; + + // EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 104; + + // materialEditor.ShaderProperty(stylingDFStartingDistance, "Starting Distance"); + // makeAlwaysPositiv(stylingDFStartingDistance); + // materialEditor.ShaderProperty(stylingDFFalloff, "Falloff"); + // makeAlwaysPositiv(stylingDFFalloff); + // EditorGUIUtility.labelWidth = oriLabelWidth; + + // stylingAdjustDistanceFadeValue.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Adjust Fade Value", Convert.ToBoolean(stylingAdjustDistanceFadeValue.floatValue))); + // if (stylingAdjustDistanceFadeValue.floatValue == 1) + // { + // materialEditor.ShaderProperty(stylingDistanceFadeValue, "Fade Value"); + + // } + // EditorGUI.indentLevel -= 1; + + // EditorGUILayout.Space(); + //} + + EditorGUILayout.Space(); + + } + } + EditorUtils.DrawSubMenuSeparation(); + + EditorGUILayout.Space(); + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + //materialEditor.ShaderProperty(hatchingAffectedByNormalMap, "Affected By NormalMap"); + DrawShaderPropertyWithTooltip(hatchingAffectedByNormalMap, "Affected By NormalMap"); + } + //materialEditor.ShaderProperty(enableAntiAliasing, "Enable Anti-Aliasing"); + DrawShaderPropertyWithTooltip(enableAntiAliasing, "Enable Anti-Aliasing"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + EditorGUILayout.Space(); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUILayout.Space(); + DoShadingStylingArea(); + + if ((LightSource)lightSource.floatValue != LightSource.Baked || IsToon2DShader()) + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorUtils.DrawSubMenuSeparation(); + DoCastShadowsStylingArea(); + } + EditorUtils.DrawSubMenuSeparation(); + DoSpecularStylingArea(); + } + EditorUtils.DrawSubMenuSeparation(); + + + DoRimStylingArea(); + EditorGUILayout.Space(); + + + EditorGUILayout.Space(); + //} + //EditorGUILayout.EndFadeGroup(); + + } + EditorGUILayout.EndFadeGroup(); + + + + + + } + + //TODO + private void DoAnimationArea(Material material) + { + + //showContentAreaAnimation.floatValue = Convert.ToSingle(MakeTheToonShaderSectionHeaderWithFoldout("Animation", Convert.ToBoolean(showContentAreaAnimation.floatValue))); + + + //animationAnimBool.target = showContentAreaAnimation.floatValue == 1; + //if (EditorGUILayout.BeginFadeGroup(animationAnimBool.faded)) + //{ + + // EditorGUILayout.LabelField("TODO: Introduce Noise to patterns and hatching with FPS control"); + + //} + //EditorGUILayout.EndFadeGroup(); + + } + + + + + private void DoStylingSpecularSettingsArea(Color color) + { + m_StylingSpecularSettingsFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingSpecularSettings, m_StylingSpecularSettingsFoldout.value, color); + if (m_StylingSpecularSettingsFoldout.value) + { + EditorGUILayout.Space(); + if(enableToonShading.floatValue == 1 && enableSpecular.floatValue == 1) + { + syncWithSpecular.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Sync With Regular Specular", Convert.ToBoolean(syncWithSpecular.floatValue))); + } + else + { + syncWithSpecular.floatValue = 0; + } + + if (syncWithSpecular.floatValue == 0) + { + //materialEditor.ShaderProperty(stylingSpecularSize, "Size"); + DrawShaderPropertyWithTooltip(stylingSpecularSize, "Size"); + //materialEditor.ShaderProperty(stylingSpecularSmoothness, "Smoothness"); + DrawShaderPropertyWithTooltip(stylingSpecularSmoothness, "Smoothness"); + } + EditorGUILayout.Space(); + } + } + + private void DoStylingRimSettingsArea(Color color) + { + m_StylingRimSettingsFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingRimSettings, m_StylingRimSettingsFoldout.value, color); + //float oriLabelWidth = EditorGUIUtility.labelWidth; + + //m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (m_StylingRimSettingsFoldout.value) + { + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + + //EditorGUI.indentLevel += 1; + + //EditorGUILayout.Space(); + + if (enableToonShading.floatValue == 1 && enableRim.floatValue == 1) + { + syncWithRim.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Sync With Regular Rim", Convert.ToBoolean(syncWithRim.floatValue))); + } + else + { + syncWithRim.floatValue = 0; + } + + if (syncWithRim.floatValue == 0) + { + //materialEditor.ShaderProperty(stylingRimSize, "Size"); + DrawShaderPropertyWithTooltip(stylingRimSize, "Size"); + //materialEditor.ShaderProperty(stylingRimSmoothness, "Smoothness"); + DrawShaderPropertyWithTooltip(stylingRimSmoothness, "Smoothness"); + + EditorGUILayout.Space(); +#if USING_URP + if (hasAdditionalLights) + { + stylingRimAffectedArea.floatValue = 2; + } + else +#endif + { + //stylingRimAffectedArea.floatValue = (int)(RimAffectedRegion)EditorGUILayout.EnumPopup("Rim Affected Region", (RimAffectedRegion)stylingRimAffectedArea.floatValue); + stylingRimAffectedArea.floatValue = DrawEnumPopupithTooltip(stylingRimAffectedArea, "Rim Affected Region"); + } + } + //stylingOvermodelingFactor.floatValue = EditorGUILayout.Slider("Overmodeling Factor", stylingOvermodelingFactor.floatValue, 0, 1); + + + + + //EditorGUI.indentLevel -= 1; + + EditorGUILayout.Space(); + } + } + + + + private void DoStylingCastShadowsPartitioningAndSettingsArea(Color color) + { + m_StylingCastShadowsSettingsFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingCastShadowsSettings, m_StylingCastShadowsSettingsFoldout.value, color); + if (m_StylingCastShadowsSettingsFoldout.value) + { + EditorGUILayout.Space(); + if ((StylingSyncMode) stylingCastShadowsSyncWithOtherStyling.floatValue == StylingSyncMode.Shading) + { + GUI.enabled = false; + } + DisableGUIIfOptimizedShader(); + //stylingCastShadowsNumberOfCellsHatching.floatValue = EditorGUILayout.IntSlider("Number Of Cells", (int)stylingCastShadowsNumberOfCellsHatching.floatValue, 1, 15); + stylingCastShadowsNumberOfCellsHatching.floatValue = DrawIntSliderWithTooltip(stylingCastShadowsNumberOfCellsHatching, 1, 15, "Number Of Cells"); + + if (enableShadingStyling.floatValue == 1 && (StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue != StylingSyncMode.CastShadows ) + { + GUI.enabled = false; + } + DarkerSliderProperty(stylingTerminatorPosition, "Terminator Position"); + GUI.enabled = true; + + if (enableShadingStyling.floatValue == 1 && (StylingSyncMode)stylingShadingSyncWithOtherStyling.floatValue != StylingSyncMode.CastShadows) + { + EditorGUILayout.HelpBox("Terminator Position is shared with Styling Shading and can be set there!", MessageType.Info); + } + + if (!(enableShadingStyling.floatValue == 1 && (StylingSyncMode)stylingCastShadowsSyncWithOtherStyling.floatValue == StylingSyncMode.Shading) ) + { + EditorGUILayout.Space(); + //materialEditor.ShaderProperty(stylingCastShadowsSmoothness, "Smoothness"); + DrawShaderPropertyWithTooltip(stylingCastShadowsSmoothness, "Smoothness"); + EditorGUILayout.Space(); + } + } + } + + private void DoStylingPartitioningArea(Color color) + { + m_ShadingStylingPartitioningFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingPartitioning, m_ShadingStylingPartitioningFoldout.value, color); + //float oriLabelWidth = EditorGUIUtility.labelWidth; + + //m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (m_ShadingStylingPartitioningFoldout.value) + { + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + + //EditorGUI.indentLevel += 1; + + //EditorGUILayout.Space(); + DisableGUIIfOptimizedShader(); + if ((StylingSyncMode) stylingShadingSyncWithOtherStyling.floatValue != StylingSyncMode.CastShadows) + { + if (enableToonShading.floatValue == 1) + { + syncWithLightPartitioning.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Sync With Light Partitioning", Convert.ToBoolean(syncWithLightPartitioning.floatValue))); + } + else + { + syncWithLightPartitioning.floatValue = 0; + } + + if (syncWithLightPartitioning.floatValue == 0) + { + if ((Styling) shadingStyle.floatValue == Styling.Hatching) + { + //numberOfCellsHatching.floatValue = EditorGUILayout.IntSlider("Number Of Cells", (int)numberOfCellsHatching.floatValue, 1, 15); + numberOfCellsHatching.floatValue = DrawIntSliderWithTooltip(numberOfCellsHatching, 1, 15, "Number Of Cells"); + + + } + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + DarkerSliderProperty(stylingTerminatorPosition, "Terminator Position"); + } + } + } + else + { + syncWithLightPartitioning.floatValue = 0; + + if ((Styling)shadingStyle.floatValue == Styling.Hatching) + { + GUI.enabled = false; + //numberOfCellsHatching.floatValue = EditorGUILayout.IntSlider("Number Of Cells", (int)numberOfCellsHatching.floatValue, 1, 15); + numberOfCellsHatching.floatValue = DrawIntSliderWithTooltip(numberOfCellsHatching, 1, 15, "Number Of Cells"); + DarkerSliderProperty(stylingTerminatorPosition, "Terminator Position"); + GUI.enabled = true; + } + + } + GUI.enabled = true; + + + //stylingOvermodelingFactor.floatValue = EditorGUILayout.Slider("Overmodeling Factor", stylingOvermodelingFactor.floatValue, 0, 1); + + + EditorGUILayout.Space(); + //materialEditor.ShaderProperty(stylingOvermodelingFactor, "Overmodeling Factor"); + + if ((Styling)shadingStyle.floatValue == Styling.Hatching) + { + //GUI.enabled = false; + DarkerSliderProperty(stylingOvermodelingFactor, "Overmodeling Factor"); + stylingOvermodelingFactor.floatValue = Math.Min(stylingOvermodelingFactor.floatValue, 0.999f); + GUI.enabled = true; + } + + + + + + //EditorGUI.indentLevel -= 1; + + EditorGUILayout.Space(); + } + } + + + + private void DoStylingHalftoneArea( MaterialProperty color, + MaterialProperty thickness, + MaterialProperty thicknessControl, + MaterialProperty thicknessFalloff, + MaterialProperty opacity, + MaterialProperty opacityFallof, + MaterialProperty hardness, + MaterialProperty roundness, + MaterialProperty roundnessFalloff) + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + EditorGUILayout.Space(); + + //EditorGUI.indentLevel -= 1; + //EditorStyles.label.normal.textColor = textColor; + //EditorGUILayout.LabelField("Color"); + //EditorStyles.label.normal.textColor = oriCol; + //EditorGUI.indentLevel += 1; + + // materialEditor.ShaderProperty(color, "Color"); + + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Opacity"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(opacity, "Opacity"); + DarkerSliderProperty(opacity, "Opacity"); + + //materialEditor.ShaderProperty(opacityFallof, "Opacity Falloff"); + DarkerSliderProperty(opacityFallof, "Opacity Falloff"); + + EditorUtils.DrawSubMenuSeparation(); + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Size"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = oriLabelWidth; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2.5f; + //thicknessControl.floatValue = (int)(SizeControl)EditorGUILayout.EnumPopup("Size Control", (SizeControl)thicknessControl.floatValue); + thicknessControl.floatValue = DrawEnumPopupithTooltip(thicknessControl, "Size Control"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + + if (thicknessControl.floatValue == (int)SizeControl.Manual) + { + //materialEditor.ShaderProperty(thickness, "Size"); + DarkerSliderProperty(thickness, "Size"); + } + else + { + //materialEditor.ShaderProperty(thickness, "Max Size"); + DarkerSliderProperty(thickness, "Max Size"); + //hatchingMinThickness.floatValue = Mathf.Min(hatchingMinThickness.floatValue, hatchingThickness.floatValue); + //materialEditor.ShaderProperty(hatchingMinThickness, "Min Thickness"); + } + if (thicknessControl.floatValue == (int)SizeControl.Manual) + { + //materialEditor.ShaderProperty(thicknessFalloff, "Size Falloff"); + DarkerSliderProperty(thicknessFalloff, "Size Falloff"); + thicknessFalloff.floatValue = Math.Max(thicknessFalloff.floatValue, 0.001f); + + } + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Roundness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(roundness, "Roundness"); + DarkerSliderProperty(roundness, "Roundness"); + //materialEditor.ShaderProperty(roundnessFalloff, "Roundness Falloff"); + EditorGUI.BeginDisabledGroup(roundness.floatValue == 1); + DarkerSliderProperty(roundnessFalloff, "Roundness Falloff"); + EditorGUI.EndDisabledGroup(); + + + + EditorUtils.DrawSubMenuSeparation(); + + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Hardness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(hardness, "Hardness"); + DarkerSliderProperty(hardness, "Hardness"); + } + + private void DoStylingRandomSubArea(Color color, SavedBool foldout, + MaterialProperty styling, + + MaterialProperty enableRandomizer, + MaterialProperty perlinNoiseSize, + MaterialProperty perlinNoiseSeed, + MaterialProperty whiteNoiseSeed, + MaterialProperty spacingRandomMode, + MaterialProperty spacingRandomIntensity, + MaterialProperty opacityRandomMode, + MaterialProperty opacityRandomIntensity, + MaterialProperty hardnessRandomMode, + MaterialProperty hardnessRandomIntensity, + MaterialProperty lengthRandomMode, + MaterialProperty lengthRandomIntensity, + MaterialProperty thicknessRandomMode, + MaterialProperty thicknesshRandomIntensity, + MaterialProperty noiseIntensity) + { + + if (enableRandomizer.floatValue == 0) + { + foldout.value = false; + } + bool showRandomizerOptions = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.StylingRandomizeHatching, foldout, enableRandomizer, color); + if (showRandomizerOptions) + { + + // //m_ShadingStylingRandomizeFoldout.value = false; + // Tuple tupleValues = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldoutWithToggle(Styles.StylingRandomizeHatching, foldout.value, Convert.ToBoolean(enableRandomizer.floatValue), color); + //foldout.value = tupleValues.Item1; + ////enableSpecularStyling.floatValue = Convert.ToSingle(tupleValues.Item2); + + //float enableRandomizerFloat = Convert.ToSingle(tupleValues.Item2); + //if (enableRandomizer.floatValue != enableRandomizerFloat && enableRandomizerFloat == 1) + //{ + // foldout.value = true; + //} + //enableRandomizer.floatValue = enableRandomizerFloat; + + + + + ////m_ShadingStylingRandomizeFoldout.value = MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.ShadingStylingRandomizeHatching, m_ShadingStylingRandomizeFoldout.value, color); + + + + + ////float oriLabelWidth = EditorGUIUtility.labelWidth; + + ////m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + //if (foldout.value && enableRandomizer.floatValue == 1) + //{ + + + //EditorUtils.DrawUILine(lightGreyForLines); + //EditorGUILayout.Space(); + + EditorGUI.indentLevel += 1; + + EditorGUILayout.Space(); + //materialEditor.TexturePropertySingleLine(new GUIContent("Perlin Noise"), noiseMap1); + //materialEditor.TexturePropertySingleLine(new GUIContent("White Noise"), noiseMap2); + + //materialEditor.ShaderProperty(perlinNoiseSize, "Random perlinNoiseSize"); + + + if (styling.floatValue == 0) + { + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Noise Size"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + DarkerSliderProperty(perlinNoiseSize, "Random perlinNoiseSize"); + makeAlwaysPositiv(perlinNoiseSize); + + + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Opacity"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //opacityRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomMode)opacityRandomMode.floatValue); + opacityRandomMode.floatValue = DrawEnumPopupithTooltip(opacityRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(opacityRandomIntensity, "Random Intensity"); + DarkerSliderProperty(opacityRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Hardness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //hardnessRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomMode)hardnessRandomMode.floatValue); + hardnessRandomMode.floatValue = DrawEnumPopupithTooltip(hardnessRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(hardnessRandomIntensity, "Random Intensity"); + DarkerSliderProperty(hardnessRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Spacing"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //spacingRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomMode)spacingRandomMode.floatValue); + spacingRandomMode.floatValue = DrawEnumPopupithTooltip(spacingRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + + //materialEditor.ShaderProperty(spacingRandomIntensity, "Random Intensity"); + DarkerSliderProperty(spacingRandomIntensity, "Random Intensity"); + + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Length"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //lengthRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomMode)lengthRandomMode.floatValue); + lengthRandomMode.floatValue = DrawEnumPopupithTooltip(lengthRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + + //materialEditor.ShaderProperty(lengthRandomIntensity, "Random Intensity"); + DarkerSliderProperty(lengthRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Thickness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //thicknessRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomMode)thicknessRandomMode.floatValue); + thicknessRandomMode.floatValue = DrawEnumPopupithTooltip(thicknessRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(thicknesshRandomIntensity, "Random Intensity"); + DarkerSliderProperty(thicknesshRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Shape / General Noise"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(noiseIntensity, "Random Intensity"); + DarkerSliderProperty(noiseIntensity, "Random Intensity"); + + } + else + { + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Noise Size"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + DarkerSliderProperty(perlinNoiseSize, "Random perlinNoiseSize"); + makeAlwaysPositiv(perlinNoiseSize); + + + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Opacity"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //opacityRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomModeHalftones)opacityRandomMode.floatValue); + opacityRandomMode.floatValue = DrawEnumPopupithTooltip(opacityRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(opacityRandomIntensity, "Random Intensity"); + DarkerSliderProperty(opacityRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Hardness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //hardnessRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomModeHalftones)hardnessRandomMode.floatValue); + hardnessRandomMode.floatValue = DrawEnumPopupithTooltip(hardnessRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(hardnessRandomIntensity, "Random Intensity"); + DarkerSliderProperty(hardnessRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Spacing"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //spacingRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomModeHalftones)spacingRandomMode.floatValue); + spacingRandomMode.floatValue = DrawEnumPopupithTooltip(spacingRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + + //materialEditor.ShaderProperty(spacingRandomIntensity, "Random Intensity"); + DarkerSliderProperty(spacingRandomIntensity, "Random Intensity"); + + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Length"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //lengthRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomModeHalftones)lengthRandomMode.floatValue); + lengthRandomMode.floatValue = DrawEnumPopupithTooltip(lengthRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + + + //materialEditor.ShaderProperty(lengthRandomIntensity, "Random Intensity"); + DarkerSliderProperty(lengthRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Size"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2f; + //thicknessRandomMode.floatValue = (int)(RandomMode)EditorGUILayout.EnumPopup("Random Mode", (RandomModeHalftones)thicknessRandomMode.floatValue); + thicknessRandomMode.floatValue = DrawEnumPopupithTooltip(thicknessRandomMode, "Random Mode"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(thicknesshRandomIntensity, "Random Intensity"); + DarkerSliderProperty(thicknesshRandomIntensity, "Random Intensity"); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Shape / General Noise"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(noiseIntensity, "Random Intensity"); + DarkerSliderProperty(noiseIntensity, "Random Intensity"); + + } + + + + + EditorGUILayout.Space(); + + EditorGUI.indentLevel -= 1; + + EditorGUILayout.Space(); + } + } + public static float Remap(float value, float from1, float to1, float from2, float to2) + { + return (value - from1) / (to1 - from1) * (to2 - from2) + from2; + } + + + private GUIContent MaterialPropertyToGUIContent(MaterialProperty materialProperty, string name = null) + { + string cSharpAccess; + +#if UNITY_6000_0_OR_NEWER + var propertyType = materialProperty.propertyType; + if (materialProperty.propertyType == ShaderPropertyType.Range) +#else + var propertyType = materialProperty.type; + if (materialProperty.type == MaterialProperty.PropType.Range) +#endif + { + float min = materialProperty.rangeLimits.x; + float max = materialProperty.rangeLimits.y; + cSharpAccess = $"{materialProperty.name} - {propertyType}: {materialProperty.rangeLimits.x} → {materialProperty.rangeLimits.y}"; + } + else + { + cSharpAccess = $"{materialProperty.name} - {propertyType}"; + } + + GUIContent gUIContent; + if (name == null) + { + gUIContent = new GUIContent(materialProperty.displayName, cSharpAccess); + } + else + { + gUIContent = new GUIContent(name, cSharpAccess); + } + + return gUIContent; + } + + private void DrawShaderPropertyWithTooltip(MaterialProperty materialProperty, string name = null) + { + GUIContent gUIContent = MaterialPropertyToGUIContent(materialProperty, name); + materialEditor.ShaderProperty(materialProperty, gUIContent); + } + + private int DrawIntSliderWithTooltip(MaterialProperty materialProperty, int leftValue, int rightValue, string name = null) + { + //string cSharpAccess = $"{materialProperty.name} - {materialProperty.propertyType}"; + //GUIContent gUIContent; + //if (name == null) + //{ + // gUIContent = new GUIContent(materialProperty.displayName, cSharpAccess); + //} + //else + //{ + // gUIContent = new GUIContent(name, cSharpAccess); + //} + + GUIContent gUIContent = MaterialPropertyToGUIContent(materialProperty, name); + return EditorGUILayout.IntSlider(gUIContent, (int)materialProperty.floatValue, leftValue, rightValue); + //materialEditor.ShaderProperty(materialProperty, gUIContent); + } + + + private int DrawEnumPopupithTooltip(MaterialProperty materialProperty, string name = null, bool showSelectedValueTooltip = true) where T: System.Enum + { + //string cSharpAccess = $"{materialProperty.name} - {materialProperty.propertyType}"; + //GUIContent gUIContent; + //if (name == null) + //{ + // gUIContent = new GUIContent(materialProperty.displayName, cSharpAccess); + //} + //else + //{ + // gUIContent = new GUIContent(name, cSharpAccess); + //} + + GUIContent gUIContent = MaterialPropertyToGUIContent(materialProperty, name); + + //return (int)(typeof(T)EditorGUILayout.EnumPopup("Shading Function", (GeneralShadingFunction)shadingFunction.floatValue); + T selected = (T)EditorGUILayout.EnumPopup(gUIContent, (T)System.Enum.ToObject(typeof(T), (int)materialProperty.floatValue)); + + + if (showSelectedValueTooltip) + { + string tooltip = GetEnumValueTooltip(selected); + + if (!string.IsNullOrEmpty(tooltip)) + { + EditorGUI.indentLevel+= 10; + EditorGUILayout.HelpBox(tooltip, MessageType.None); + EditorGUI.indentLevel -= 10; + } + } + + return (int)Convert.ToSingle(selected); + } + private static string GetEnumValueTooltip(T enumValue) where T : System.Enum + { + var memberInfo = typeof(T).GetMember(enumValue.ToString()); + + if (memberInfo == null || memberInfo.Length == 0) + return null; + + var attributes = memberInfo[0].GetCustomAttributes( + typeof(EnumTooltipAttribute), + false + ); + + if (attributes == null || attributes.Length == 0) + return null; + + return ((EnumTooltipAttribute)attributes[0]).Tooltip; + } + + private void DarkerSliderProperty(MaterialProperty materialProperty, string label) + { + + Color originalColor = GUI.backgroundColor; + + Vector2 minMax = materialProperty.rangeLimits; + float value = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.2f, 1.0f); + float value2 = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.5f, 1); + + float valueR = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.2f, 0.5f); + float valueG = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.2f, 0.7f); + + GUI.backgroundColor = originalColor * new Color(valueR, valueG, value, value2); + //materialEditor.ShaderProperty(materialProperty, label); + DrawShaderPropertyWithTooltip(materialProperty, label); + GUI.backgroundColor = originalColor; + } + + //private void DarkerSliderProperty(MaterialProperty materialProperty, string label) + //{ + + // Color originalColor = GUI.backgroundColor; + + // Vector2 minMax = materialProperty.rangeLimits; + // float value = Remap(materialProperty.floatValue*3, minMax.x, minMax.y, 0.2f, 1.0f); + // float value2 = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.5f, 1); + + // float valueR = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.2f, 0.5f); + // float valueG = Remap(materialProperty.floatValue * 3, minMax.x, minMax.y, 0.2f, 0.7f); + + // GUI.backgroundColor = originalColor * new Color(valueR, valueG, value, value2); + // materialEditor.ShaderProperty(materialProperty, label); + // GUI.backgroundColor = originalColor; + //} + + + + + + private void DoStylingPositionAndBlendingSubArea(StyleAreaMode styleAreaMode, SavedBool savedBoolFoldout, Color color) + { + savedBoolFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingPositionAndBlending, savedBoolFoldout.value, color); + if (savedBoolFoldout.value) + { + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + + +//Position selection.. maybe add in later update + + ////In case something gets messed up + //if(stylingShadingPosition == stylingSpecularPosition || stylingShadingPosition == stylingRimPosition || stylingSpecularPosition == stylingRimPosition) + //{ + // stylingShadingPosition.floatValue = 0; + // stylingSpecularPosition.floatValue = 1; + // stylingRimPosition.floatValue = 2; + //} + + //if(styleAreaMode == StyleAreaMode.Shading) { + + + // //shadingStyle.floatValue = (int)(StyleMapping)EditorGUILayout.EnumPopup("Mapping", (StyleMapping)shadingStyle.floatValue); + + // float tempShading = (int)(StylePosition)EditorGUILayout.EnumPopup("Position", (StylePosition)stylingShadingPosition.floatValue); + // if(stylingSpecularPosition.floatValue == tempShading) + // { + // stylingSpecularPosition.floatValue = stylingShadingPosition.floatValue; + // stylingShadingPosition.floatValue = tempShading; + // } else if(stylingRimPosition.floatValue == tempShading) + // { + // stylingRimPosition.floatValue = stylingShadingPosition.floatValue; + // stylingShadingPosition.floatValue = tempShading; + // } + + //} else if (styleAreaMode == StyleAreaMode.Specular) + //{ + + + // //specularStyle.floatValue = (int)(StyleMapping)EditorGUILayout.EnumPopup("Mapping", (StyleMapping)specularStyle.floatValue); + // //specularStylePosition.floatValue = (int)(StylePosition)EditorGUILayout.EnumPopup("Position", (StylePosition)specularStylePosition.floatValue); + // float tempSpecular = (int)(StylePosition)EditorGUILayout.EnumPopup("Position", (StylePosition)stylingSpecularPosition.floatValue); + // if (stylingShadingPosition.floatValue == tempSpecular) + // { + // stylingShadingPosition.floatValue = stylingSpecularPosition.floatValue; + // stylingSpecularPosition.floatValue = tempSpecular; + // } + // else if (stylingRimPosition.floatValue == tempSpecular) + // { + // stylingRimPosition.floatValue = stylingSpecularPosition.floatValue; + // stylingSpecularPosition.floatValue = tempSpecular; + // } + + //} + //else + //{ + + + // //rimStyle.floatValue = (int)(StyleMapping)EditorGUILayout.EnumPopup("Mapping", (StyleMapping)rimStyle.floatValue); + // //rimStylePosition.floatValue = (int)(StylePosition)EditorGUILayout.EnumPopup("Position", (StylePosition)rimStylePosition.floatValue); + + // float tempRim = (int)(StylePosition)EditorGUILayout.EnumPopup("Position", (StylePosition)stylingRimPosition.floatValue); + // if (stylingShadingPosition.floatValue == tempRim) + // { + // stylingShadingPosition.floatValue = stylingRimPosition.floatValue; + // stylingRimPosition.floatValue = tempRim; + // } + // else if (stylingSpecularPosition.floatValue == tempRim) + // { + // stylingSpecularPosition.floatValue = stylingRimPosition.floatValue; + // stylingRimPosition.floatValue = tempRim; + // } + + + //} + + + DoStylingBlendingSubArea(styleAreaMode); + + + EditorGUILayout.Space(); + } + } + + private void DoStylingBlendingSubArea(StyleAreaMode styleAreaMode) + { + DisableGUIIfOptimizedShader(); + if (styleAreaMode == StyleAreaMode.Shading) + { + //stylingShadingBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)stylingShadingBlending.floatValue); + stylingShadingBlending.floatValue = DrawEnumPopupithTooltip(stylingShadingBlending, "Blending"); + //materialEditor.ShaderProperty(stylingShadingIsInverted, "Is Inverted"); + + } + else if (styleAreaMode == StyleAreaMode.CastShadows) + { + //stylingCastShadowsBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)stylingCastShadowsBlending.floatValue); + stylingCastShadowsBlending.floatValue = DrawEnumPopupithTooltip(stylingCastShadowsBlending, "Blending"); + //materialEditor.ShaderProperty(stylingSpecularIsInverted, "Is Inverted"); + + } + else if(styleAreaMode == StyleAreaMode.Specular) + { + //stylingSpecularBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)stylingSpecularBlending.floatValue); + stylingSpecularBlending.floatValue = DrawEnumPopupithTooltip(stylingSpecularBlending, "Blending"); + //materialEditor.ShaderProperty(stylingSpecularIsInverted, "Is Inverted"); + + } + else + { + //stylingRimBlending.floatValue = (int)(BlendingMode)EditorGUILayout.EnumPopup("Blending", (BlendingMode)stylingRimBlending.floatValue); + stylingRimBlending.floatValue = DrawEnumPopupithTooltip(stylingRimBlending, "Blending"); + //materialEditor.ShaderProperty(stylingRimIsInverted, "Is Inverted"); + } + GUI.enabled = true; + + + if (styleAreaMode == StyleAreaMode.Shading) + { + //materialEditor.ShaderProperty(stylingShadingIsInverted, "Is Inverted"); + DrawShaderPropertyWithTooltip(stylingShadingIsInverted, "Is Inverted"); + } + + } + + + private void DoStylingStylingArea( Styling styling, + StyleAreaMode styleAreaMode, + MaterialProperty styleColor, + MaterialProperty thickness, + MaterialProperty thicknessControl, + MaterialProperty thicknessFalloff, + MaterialProperty opacity, + MaterialProperty opacityFallof, + MaterialProperty hardness, + MaterialProperty roundness, + MaterialProperty roundnessFalloff, + + MaterialProperty density, + + MaterialProperty dashesEnabled, + MaterialProperty dashesSize, + MaterialProperty dashesUseHatchingDensity, + MaterialProperty dashesDensity, + MaterialProperty dashesType, + MaterialProperty dashesRoundness, + MaterialProperty dashesOffset, + MaterialProperty dashesTransitionPosition, + MaterialProperty dashesSoftness, + Color color) + { + if (styling == Styling.Hatching) + { + + + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + EditorGUILayout.Space(); + //EditorGUI.indentLevel -= 1; + //EditorStyles.label.normal.textColor = textColor; + //EditorGUILayout.LabelField("Color"); + //EditorStyles.label.normal.textColor = oriCol; + //EditorGUI.indentLevel += 1; + //materialEditor.ShaderProperty(styleColor, "Color"); + ////EditorGUILayout.Space(); + //EditorUtils.DrawSubMenuSeparation(); + + //EditorGUILayout.Space(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Opacity"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(opacity, "Opacity"); + DarkerSliderProperty(opacity, "Opacity"); + + //materialEditor.ShaderProperty(opacityFallof, "Opacity Falloff"); + DarkerSliderProperty(opacityFallof, "Opacity Falloff"); + + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Thickness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + EditorGUIUtility.labelWidth = oriLabelWidth; + //thicknessControl.floatValue = (int)(SizeControl)EditorGUILayout.EnumPopup("Thickness Control", (SizeControl)thicknessControl.floatValue); + thicknessControl.floatValue = DrawEnumPopupithTooltip(thicknessControl, "Thickness Control"); + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + + if (thicknessControl.floatValue == (int)SizeControl.Manual) + { + //materialEditor.ShaderProperty(thickness, "Thickness"); + DarkerSliderProperty(thickness, "Thickness"); + } + else + { + //materialEditor.ShaderProperty(thickness, "Max Thickness"); + DarkerSliderProperty(thickness, "Max Thickness"); + //hatchingMinThickness.floatValue = Mathf.Min(hatchingMinThickness.floatValue, hatchingThickness.floatValue); + //materialEditor.ShaderProperty(hatchingMinThickness, "Min Thickness"); + } + if (thicknessControl.floatValue == (int)SizeControl.Manual) + { + //materialEditor.ShaderProperty(thicknessFalloff, "Thickness Falloff"); + DarkerSliderProperty(thicknessFalloff, "Thickness Falloff"); + + } + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUIUtility.labelWidth = oriLabelWidth; + + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Hardness"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(hardness, "Hardness"); + DarkerSliderProperty(hardness, "Hardness"); + + + //if (stylingShadingEnableDashes.floatValue == 0) + //{ + // m_ShadingStylingStylingDashesFoldout.value = false; + //} + //bool showDashesOptions = ToonEditorUtils.MakeTheToonShaderSubSubSectionHeaderWithFoldoutWithToggle(Styles.StylingRandomizeHatching, m_ShadingStylingStylingDashesFoldout, stylingShadingEnableDashes); + + EditorUtils.DrawSubMenuSeparation(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + //EditorGUILayout.LabelField("Dashes"); + dashesEnabled.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Dashes", Convert.ToBoolean(dashesEnabled.floatValue))); + + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + + if (dashesEnabled.floatValue == 1) + { + + dashesType.floatValue = DrawEnumPopupithTooltip(dashesType, "Type"); + + + dashesUseHatchingDensity.floatValue = Convert.ToSingle(EditorGUILayout.ToggleLeft("Use Hatching Density", Convert.ToBoolean(dashesUseHatchingDensity.floatValue))); + if (dashesUseHatchingDensity.floatValue == 0) + { + EditorGUI.indentLevel += 1; + DrawShaderPropertyWithTooltip(dashesDensity, "Density"); + EditorGUI.indentLevel -= 1; + } + else + { + dashesDensity.floatValue = density.floatValue; + } + + //materialEditor.ShaderProperty(hardness, "Hardness"); + if ((DashesType)dashesType.floatValue == DashesType.Shaped) + { + DarkerSliderProperty(dashesRoundness, "Roundness"); + } + + DarkerSliderProperty(dashesSize, "Size"); + + DarkerSliderProperty(dashesOffset, "Offset"); + + DarkerSliderProperty(dashesTransitionPosition, "Transition Position"); + DarkerSliderProperty(dashesSoftness, "Transition Softness"); + + + } + + + + + } + else if (styling == Styling.HalftonePatterns) + { + DoStylingHalftoneArea(styleColor, thickness, thicknessControl, thicknessFalloff, opacity, opacityFallof, hardness, roundness, roundnessFalloff); + } + else + { + + EditorGUILayout.LabelField("TODO: Texture Stuff"); + + } + EditorGUI.indentLevel -= 1; + //EditorGUILayout.Space(); + //if (styleAreaMode == StyleAreaMode.Shading) + //{ + // DoStylingCastShadowsSubArea(); + //} + + EditorGUILayout.Space(); + + DisableGUIIfOptimizedShader(); + if (styleAreaMode == StyleAreaMode.Shading) + { + DoStylingRandomSubArea(color, m_ShadingStylingRandomizeFoldout, shadingStyle, + enableShadingRandomizer, + shadingNoise1Size, + shadingNoise1Seed, + shadingNoise2Seed, + spacingRandomMode, + spacingRandomIntensity, + opacityRandomMode, + opacityRandomIntensity, + hardnessRandomMode, + hardnessRandomIntensity, + lengthRandomMode, + lengthRandomIntensity, + thicknessRandomMode, + thicknessRandomIntensity, + noiseIntensity); + } + else if (styleAreaMode == StyleAreaMode.CastShadows) + { + DoStylingRandomSubArea(color, m_CastShadowsStylingRandomizeFoldout, castShadowsStyle, + enableCastShadowsRandomizer, + castShadowsNoise1Size, + castShadowsNoise1Seed, + castShadowsNoise2Seed, + spacingRandomModeCastShadows, + spacingRandomIntensityCastShadows, + opacityRandomModeCastShadows, + opacityRandomIntensityCastShadows, + hardnessRandomModeCastShadows, + hardnessRandomIntensityCastShadows, + lengthRandomModeCastShadows, + lengthRandomIntensityCastShadows, + thicknessRandomModeCastShadows, + thicknessRandomIntensityCastShadows, + noiseIntensityCastShadows); + } + else if (styleAreaMode == StyleAreaMode.Specular) + { + DoStylingRandomSubArea(color, m_SpecularStylingRandomizeFoldout, specularStyle, + enableSpecularRandomizer, + noise1SizeSpecular, + noise1SeedSpecular, + noise2SeedSpecular, + spacingRandomModeSpecular, + spacingRandomIntensitySpecular, + opacityRandomModeSpecular, + opacityRandomIntensitySpecular, + hardnessRandomModeSpecular, + hardnessRandomIntensitySpecular, + lengthRandomModeSpecular, + lengthRandomIntensitySpecular, + thicknessRandomModeSpecular, + thicknessRandomIntensitySpecular, + noiseIntensitySpecular); + } + else // RIM + { + DoStylingRandomSubArea(color, m_RimStylingRandomizeFoldout, rimStyle, + enableRimRandomizer, + rimNoise1Size, + rimNoise1Seed, + rimNoise2Seed, + spacingRandomModeRim, + spacingRandomIntensityRim, + opacityRandomModeRim, + opacityRandomIntensityRim, + hardnessRandomModeRim, + hardnessRandomIntensityRim, + lengthRandomModeRim, + lengthRandomIntensityRim, + thicknessRandomModeRim, + thicknessRandomIntensityRim, + noiseIntensityRim); + } + GUI.enabled = true; + + EditorGUI.indentLevel += 1; + } + + + + + private void DoStylingShadingStylingArea(Color color) + { + m_ShadingStylingStylingFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingSettings, m_ShadingStylingStylingFoldout.value, color); + if (m_ShadingStylingStylingFoldout.value) + { + EditorGUI.indentLevel += 1; + DoStylingStylingArea((Styling)shadingStyle.floatValue, StyleAreaMode.Shading, stylingShadingColor, stylingShadingThickness, stylingShadingThicknessControl, + stylingShadingThicknessFalloff, stylingShadingOpacity, stylingShadingOpacityFalloff, stylingShadingHardness, stylingShadingHalftonesRoundness, stylingShadingHalftonesRoundnessFalloff, + stylingShadingDensity, + stylingShadingEnableDashes, stylingShadingDashesSize, stylingShadingDashesUseHatchingDensity, stylingShadingDashesDensity, stylingShadingDashesType, stylingShadingDashesRoundness, + stylingShadingDashesOffset, stylingShadingDashesTransitionPosition, stylingShadingDashesTransitionSoftness, + color); + EditorGUI.indentLevel -= 1; + } + } + + private void DoStylingCastShadowsStylingArea(Color color) + { + m_CastShadowsStylingStylingFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingSettings, m_CastShadowsStylingStylingFoldout.value, color); + if (m_CastShadowsStylingStylingFoldout.value) + { + EditorGUI.indentLevel += 1; + DoStylingStylingArea((Styling)castShadowsStyle.floatValue, StyleAreaMode.CastShadows, stylingCastShadowsColor, stylingCastShadowsThickness, stylingCastShadowsThicknessControl, + stylingCastShadowsThicknessFalloff, stylingCastShadowsOpacity, stylingCastShadowsOpacityFalloff, stylingCastShadowsHardness, stylingCastShadowsHalftonesRoundness, stylingCastShadowsHalftonesRoundnessFalloff, + stylingCastShadowsDensity, + stylingCastShadowsEnableDashes, stylingCastShadowsDashesSize, stylingCastShadowsDashesUseHatchingDensity, stylingCastShadowsDashesDensity, stylingCastShadowsDashesType, stylingCastShadowsDashesRoundness, + stylingCastShadowsDashesOffset, stylingCastShadowsDashesTransitionPosition, stylingCastShadowsDashesTransitionSoftness, + color); + EditorGUI.indentLevel -= 1; + } + } + + + private void DoStylingSpecularStylingArea(Color color) + { + m_SpecularStylingStylingFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingSettings, m_SpecularStylingStylingFoldout.value, color); + if (m_SpecularStylingStylingFoldout.value) + { + EditorGUI.indentLevel += 1; + DoStylingStylingArea((Styling)specularStyle.floatValue, StyleAreaMode.Specular, stylingSpecularColor, stylingSpecularThickness, stylingSpecularThicknessControl, + stylingSpecularThicknessFalloff, stylingSpecularOpacity, stylingSpecularOpacityFalloff, stylingSpecularHardness, stylingSpecularHalftonesRoundness, stylingSpecularHalftonesRoundnessFalloff, + stylingSpecularDensity, + stylingSpecularEnableDashes, stylingSpecularDashesSize, stylingSpecularDashesUseHatchingDensity, stylingSpecularDashesDensity, stylingSpecularDashesType, stylingSpecularDashesRoundness, + stylingSpecularDashesOffset, stylingSpecularDashesTransitionPosition, stylingSpecularDashesTransitionSoftness, + color); + EditorGUI.indentLevel -= 1; + } + + } + + + private void DoStylingRimStylingArea(Color color) + { + m_RimStylingStylingFoldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingSettings, m_RimStylingStylingFoldout.value, color); + if (m_RimStylingStylingFoldout.value) + { + EditorGUI.indentLevel += 1; + DoStylingStylingArea((Styling)rimStyle.floatValue, StyleAreaMode.Rim, stylingRimColor, stylingRimThickness, stylingRimThicknessControl, + stylingRimThicknessFalloff, stylingRimOpacity, stylingRimOpacityFalloff, stylingRimHardness, stylingRimHalftonesRoundness, stylingRimHalftonesRoundnessFalloff, + stylingRimDensity, + stylingRimEnableDashes, stylingRimDashesSize, stylingRimDashesUseHatchingDensity, stylingRimDashesDensity, stylingRimDashesType, stylingRimDashesRoundness, + stylingRimDashesOffset, stylingRimDashesTransitionPosition, stylingRimDashesTransitionSoftness, + color); + EditorGUI.indentLevel -= 1; + } + + } + + + private void DoStylingStyleDensityRotationArea(Styling shadingStyle, + SavedBool foldout, + MaterialProperty styleDensity, + MaterialProperty stylingRotation, + MaterialProperty stylingRotationBetweenCells, + MaterialProperty halftoneShadingOffset, + MaterialProperty drawSpace, + Color color) + { + + //EditorGUILayout.LabelField("Hatching Directions"); + + GUIContent temp; + if (shadingStyle == Styling.Hatching) + { + temp = Styles.StylingHatchingDensityDirection; + } + else if (shadingStyle == Styling.HalftonePatterns) + { + temp = Styles.StylingHalftonesDensityRotationOffset; + } + else //texture + { + temp = Styles.StylingHalftonesDensityRotationOffset; + } + foldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(temp, foldout.value, color); + //float oriLabelWidth = EditorGUIUtility.labelWidth; + EditorGUI.indentLevel += 1; + //m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (foldout.value) + { + //EditorUtils.DrawUILine(lightGreyForLines); + EditorGUILayout.Space(); + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Density"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //if(styleAreaMode == StyleAreaMode.Shading) + //{ + // materialEditor.ShaderProperty(hatchingDensity, "Density"); + //} + //else if(styleAreaMode == StyleAreaMode.Specular) + //{ + // materialEditor.ShaderProperty(stylingSpecularDensity, "Density"); + //} + //else + //{ + + //} + //materialEditor.ShaderProperty(styleDensity, "Density"); + DrawShaderPropertyWithTooltip(styleDensity, "Density"); + makeAlwaysPositiv(styleDensity); + + + string helpBoxDensityText = "Density controls pattern scale and is critical for achieving the desired look. Start at 0 and increase until it looks right."; + if((DrawSpace)drawSpace.floatValue == DrawSpace.ObjectUVSpace) + { + helpBoxDensityText += "\nIn Object UV Space, adjust density to match the model’s scale."; + } + EditorGUILayout.HelpBox(helpBoxDensityText, MessageType.Info); + + EditorUtils.DrawSubMenuSeparation(); + + if (shadingStyle == Styling.Hatching) + { + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Direction"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + + //materialEditor.ShaderProperty(stylingRotation, "Initial Direction"); + DarkerSliderProperty(stylingRotation, "Initial Direction"); + if (stylingRotationBetweenCells != null) + { + //materialEditor.ShaderProperty(stylingRotationBetweenCells, "Rotation Between Cells"); + DarkerSliderProperty(stylingRotationBetweenCells, "Rotation Between Cells"); + } + } + else if (shadingStyle == Styling.HalftonePatterns) + { + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Rotation"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(stylingRotation, "Halftone Rotation"); + DarkerSliderProperty(stylingRotation, "Halftone Rotation"); + + EditorUtils.DrawSubMenuSeparation(); + + + EditorGUI.indentLevel -= 1; + EditorStyles.label.normal.textColor = textColor; + EditorGUILayout.LabelField("Offset"); + EditorStyles.label.normal.textColor = oriCol; + EditorGUI.indentLevel += 1; + + //materialEditor.ShaderProperty(halftoneShadingOffset, "Offset"); + DarkerSliderProperty(halftoneShadingOffset, "Offset"); + + } + else //texture + { + + } + EditorGUILayout.Space(); + + + } + EditorGUI.indentLevel -= 1; + + } + + private void DoDrawSpaceArea(MaterialProperty drawSpace, + MaterialProperty uvSet, + MaterialProperty sSCameraDistanceScaled, + MaterialProperty anchorSSToObjectsOrigin, + MaterialProperty coordinateSystem, + MaterialProperty polarCenterMode, + MaterialProperty polarCenter + ) + { + //drawSpace.floatValue = (int)(DrawSpace)EditorGUILayout.EnumPopup("Draw Space", (DrawSpace)drawSpace.floatValue); + drawSpace.floatValue = DrawEnumPopupithTooltip(drawSpace, "Draw Space"); + if (drawSpace.floatValue == 0) + { + if (rp != RenderPipelineOptions.URP2D) + { + //uvSet.floatValue = (int)(UVSet)EditorGUILayout.EnumPopup("UV Set", (UVSet)uvSet.floatValue); + uvSet.floatValue = DrawEnumPopupithTooltip(uvSet, "UV Set"); + } + + EditorGUILayout.HelpBox("For \"Object UV Space\", if you use the same material across various objects and want them to all have the same pattern size in styling," + + " be aware that different sized objects require different density settings! ", MessageType.Info); + } + if (drawSpace.floatValue == (int)DrawSpace.ScreenSpace) + { + //if (rp != RenderPipelineOptions.URP2D) + //{ + //materialEditor.ShaderProperty(sSCameraDistanceScaled, "Scaled by Camera Distance"); + DrawShaderPropertyWithTooltip(sSCameraDistanceScaled, "Scaled by Camera Distance"); + //} + //materialEditor.ShaderProperty(anchorSSToObjectsOrigin, "Anchor to Object's Origin"); + DrawShaderPropertyWithTooltip(anchorSSToObjectsOrigin, "Anchor to Object's Origin"); + if (anchorSSToObjectsOrigin.floatValue == 1) + { + EditorGUILayout.HelpBox("When the origin is not visible on the screen, it defaults to non-anchor mode!", MessageType.Info); + + } + + } + //coordinateSystem.floatValue = (int)(CoordinateSystem)EditorGUILayout.EnumPopup("Coordinate System", (CoordinateSystem)coordinateSystem.floatValue); + coordinateSystem.floatValue = DrawEnumPopupithTooltip(coordinateSystem, "Coordinate System"); + if (coordinateSystem.floatValue == (int)CoordinateSystem.Polar) + { + if (drawSpace.floatValue == (int)(DrawSpace.ScreenSpace)) + { + //polarCenterMode.floatValue = (int)(PolarCenterMode)EditorGUILayout.EnumPopup("Polar Center Mode", (PolarCenterMode)polarCenterMode.floatValue); + polarCenterMode.floatValue = DrawEnumPopupithTooltip(polarCenterMode, "Polar Center Mode"); + if (polarCenterMode.floatValue == (int)PolarCenterMode.ScreenSpace) + { + Vector2 screenSpacePolarCenter = new Vector2(Mathf.Clamp(polarCenter.vectorValue.x, 0, 1), Mathf.Clamp(polarCenter.vectorValue.y, 0, 1)); + screenSpacePolarCenter = EditorGUILayout.Vector2Field("Polar Center", screenSpacePolarCenter); + + polarCenter.vectorValue = screenSpacePolarCenter; + } + else + { + Vector3 worldSpacePolarCenter = EditorGUILayout.Vector3Field("Polar Center", new Vector3(polarCenter.vectorValue.x, polarCenter.vectorValue.y, polarCenter.vectorValue.z)); + polarCenter.vectorValue = worldSpacePolarCenter; + } + + } + else + { + Vector2 screenSpacePolarCenter = new Vector2(Mathf.Clamp(polarCenter.vectorValue.x, 0, 1), Mathf.Clamp(polarCenter.vectorValue.y, 0, 1)); + screenSpacePolarCenter = EditorGUILayout.Vector2Field("Polar Center", screenSpacePolarCenter); + + polarCenter.vectorValue = screenSpacePolarCenter; + } + + } + } + + private void DoStylingDrawSpaceArea(StyleAreaMode styleAreaMode, SavedBool foldout, Color color) + { + foldout.value = ToonEditorUtils.MakeTheToonShaderSubSectionHeaderWithFoldout(Styles.StylingDrawSpace, foldout.value, color); + if (foldout.value) + { + EditorGUILayout.Space(); + DisableGUIIfOptimizedShader(); + if (styleAreaMode == StyleAreaMode.Shading) + { + DoDrawSpaceArea(drawSpace, uvSet, sSCameraDistanceScaled, anchorSSToObjectsOrigin, coordinateSystem, polarCenterMode, polarCenter); + } + else if (styleAreaMode == StyleAreaMode.CastShadows) + { + DoDrawSpaceArea(castShadowsDrawSpace, castShadowsUVSet, castShadowsSSCameraDistanceScaled, castShadowsAnchorSSToObjectsOrigin, castShadowsCoordinateSystem, castShadowsPolarCenterMode, castShadowsPolarCenter); + } + else if (styleAreaMode == StyleAreaMode.Specular) + { + DoDrawSpaceArea(specularDrawSpace, specularUVSet, specularSSCameraDistanceScaled, specularAnchorSSToObjectsOrigin, specularCoordinateSystem, specularPolarCenterMode, specularPolarCenter); + } + else + { + DoDrawSpaceArea(rimDrawSpace, rimUVSet, rimSSCameraDistanceScaled, rimAnchorSSToObjectsOrigin, rimCoordinateSystem, rimPolarCenterMode, rimPolarCenter); + } + GUI.enabled = true; + + + EditorGUILayout.Space(); + } + } + + private void DoOutlineArea(Material material) + { + + + DisableGUIIfOptimizedShader(); + EditorGUI.BeginChangeCheck(); + bool showOutline = ToonEditorUtils.MakeTheToonShaderSectionHeaderWithFoldoutWithToggle(Styles.OutlineHeader, m_OutlineAreaFoldout, enableOutline); + if (EditorGUI.EndChangeCheck()) + { + Shader shader = FindCorrectShader(material); + material.shader = shader; + } + + GUI.enabled = true; + outlineAnimBool.target = showOutline == true; + if (EditorGUILayout.BeginFadeGroup(outlineAnimBool.faded)) + { + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUILayout.Space(); + + EditorGUILayout.HelpBox("Currently the outline feature breaks batching and requires additional drawcalls! " + + "That means the performance is not the best, but we will work on it in future updates. " + + "Please don't use outlines on a massive amount of objects, as then you will experience super bad performance!", MessageType.Warning); + + + EditorGUILayout.HelpBox("This feature currently doesn't work with Depth Priming turned on!", MessageType.Warning); + } + //if (alphaClipProp.floatValue == 1) + //{ + // EditorGUILayout.HelpBox("When Alpha Clipping is enabled, you can't use the Outline feature!", MessageType.Warning); + //} else + //{ + EditorGUILayout.Space(); + EditorGUI.indentLevel += 1; + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(outlineColor, "Outline Color"); + DrawShaderPropertyWithTooltip(outlineColor, "Outline Color"); + EditorGUIUtility.labelWidth = oriLabelWidth; + //materialEditor.ShaderProperty(outlineWidth, "Outline Width"); + DrawShaderPropertyWithTooltip(outlineWidth, "Outline Width"); + + + if (rp != RenderPipelineOptions.URP2D && !IsToon2DShader()) + { + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 94; + //materialEditor.ShaderProperty(outlineConstantScreenWidth, "Constant Screen Width"); + DrawShaderPropertyWithTooltip(outlineConstantScreenWidth, "Constant Screen Width"); + GUI.enabled = false; + //materialEditor.ShaderProperty(outlineDepthOffset, "Outline Depth Offset"); + DrawShaderPropertyWithTooltip(outlineDepthOffset, "Outline Depth Offset"); + GUI.enabled = false; + EditorGUIUtility.labelWidth = oriLabelWidth; + GUI.enabled = true; + } + else + { + //materialEditor.ShaderProperty(outlineSoftness, "Outline Softness"); //TODO + //materialEditor.ShaderProperty(outlineMode, "Outline Mode"); + } + + + EditorGUI.indentLevel -= 1; + + } + EditorGUILayout.EndFadeGroup(); + + } + + + + void makeAlwaysPositiv(MaterialProperty materialProperty) + { + materialProperty.floatValue = Mathf.Max(materialProperty.floatValue, 0); + } + + } +} + +//#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs.meta new file mode 100644 index 000000000..7ac9373fd --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 33247f247717cf14684dd2a4377df685 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/TheToonShaderGUIEditor.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP.meta new file mode 100644 index 000000000..6595b624c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ef2bd3b8659ddf74a8dd8083161ff076 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020.meta new file mode 100644 index 000000000..0df18e350 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 123d9432966facc47b882fba28ad7595 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs new file mode 100644 index 000000000..3d8618cb0 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs @@ -0,0 +1,628 @@ +//SEE: https://github.com/Unity-Technologies/Graphics/blob/v10.10.1/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs + +#if !UNITY_2021_1_OR_NEWER +#if USING_URP + +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEditor.Rendering.Universal; +using UnityEditor; + +namespace ShaderCrew.TheToonShader +{ + public abstract class BaseShaderGUI : ShaderGUI + { + #region EnumsAndClasses + + public enum SurfaceType + { + Opaque, + Transparent + } + + public enum BlendMode + { + Alpha, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Premultiply, // Physically plausible transparency mode, implemented as alpha pre-multiply + Additive, + Multiply + } + + public enum SmoothnessSource + { + BaseAlpha, + SpecularAlpha + } + + public enum RenderFace + { + Front = 2, + Back = 1, + Both = 0 + } + + protected class Styles + { + // Catergories + public static readonly GUIContent SurfaceOptions = + new GUIContent("Surface Options", "Controls how Universal RP renders the Material on a screen."); + + public static readonly GUIContent SurfaceInputs = new GUIContent("Surface Inputs", + "These settings describe the look and feel of the surface itself."); + + public static readonly GUIContent AdvancedLabel = new GUIContent("Advanced", + "These settings affect behind-the-scenes rendering and underlying calculations."); + + public static readonly GUIContent surfaceType = new GUIContent("Surface Type", + "Select a surface type for your texture. Choose between Opaque or Transparent."); + + public static readonly GUIContent blendingMode = new GUIContent("Blending Mode", + "Controls how the color of the Transparent surface blends with the Material color in the background."); + + public static readonly GUIContent cullingText = new GUIContent("Render Face", + "Specifies which faces to cull from your geometry. Front culls front faces. Back culls backfaces. None means that both sides are rendered."); + + public static readonly GUIContent alphaClipText = new GUIContent("Alpha Clipping", + "Makes your Material act like a Cutout shader. Use this to create a transparent effect with hard edges between opaque and transparent areas."); + + public static readonly GUIContent alphaClipThresholdText = new GUIContent("Threshold", + "Sets where the Alpha Clipping starts. The higher the value is, the brighter the effect is when clipping starts."); + + public static readonly GUIContent receiveShadowText = new GUIContent("Receive Shadows", + "When enabled, other GameObjects can cast shadows onto this GameObject."); + + public static readonly GUIContent baseMap = new GUIContent("Base Map", + "Specifies the base Material and/or Color of the surface. If you’ve selected Transparent or Alpha Clipping under Surface Options, your Material uses the Texture’s alpha channel or color."); + + public static readonly GUIContent emissionMap = new GUIContent("Emission Map", + "Sets a Texture map to use for emission. You can also select a color with the color picker. Colors are multiplied over the Texture."); + + public static readonly GUIContent normalMapText = + new GUIContent("Normal Map", "Assigns a tangent-space normal map."); + + public static readonly GUIContent bumpScaleNotSupported = + new GUIContent("Bump scale is not supported on mobile platforms"); + + public static readonly GUIContent fixNormalNow = new GUIContent("Fix now", + "Converts the assigned texture to be a normal map format."); + + public static readonly GUIContent queueSlider = new GUIContent("Priority", + "Determines the chronological rendering order for a Material. High values are rendered first."); + } + + #endregion + + #region Variables + + protected MaterialEditor materialEditor { get; set; } + + protected MaterialProperty surfaceTypeProp { get; set; } + + protected MaterialProperty blendModeProp { get; set; } + + protected MaterialProperty cullingProp { get; set; } + + protected MaterialProperty alphaClipProp { get; set; } + + protected MaterialProperty alphaCutoffProp { get; set; } + + protected MaterialProperty receiveShadowsProp { get; set; } + + // Common Surface Input properties + + protected MaterialProperty baseMapProp { get; set; } + + protected MaterialProperty baseColorProp { get; set; } + + protected MaterialProperty emissionMapProp { get; set; } + + protected MaterialProperty emissionColorProp { get; set; } + + protected MaterialProperty queueOffsetProp { get; set; } + + public bool m_FirstTimeApply = true; + + private const string k_KeyPrefix = "UniversalRP:Material:UI_State:"; + + private string m_HeaderStateKey = null; + + protected string headerStateKey { get { return m_HeaderStateKey; } } + + // Header foldout states + + SavedBool m_SurfaceOptionsFoldout; + + SavedBool m_SurfaceInputsFoldout; + + SavedBool m_AdvancedFoldout; + + #endregion + + private const int queueOffsetRange = 50; + //////////////////////////////////// + // General Functions // + //////////////////////////////////// + #region GeneralFunctions + + public abstract void MaterialChanged(Material material); + + public virtual void FindProperties(MaterialProperty[] properties) + { + surfaceTypeProp = FindProperty("_Surface", properties); + blendModeProp = FindProperty("_Blend", properties); + cullingProp = FindProperty("_Cull", properties); + alphaClipProp = FindProperty("_AlphaClip", properties); + alphaCutoffProp = FindProperty("_Cutoff", properties); + receiveShadowsProp = FindProperty("_ReceiveShadows", properties, false); + baseMapProp = FindProperty("_BaseMap", properties, false); + baseColorProp = FindProperty("_BaseColor", properties, false); + emissionMapProp = FindProperty("_EmissionMap", properties, false); + emissionColorProp = FindProperty("_EmissionColor", properties, false); + queueOffsetProp = FindProperty("_QueueOffset", properties, false); + } + + public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) + { + if (materialEditorIn == null) + throw new ArgumentNullException("materialEditorIn"); + + FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + materialEditor = materialEditorIn; + Material material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a universal shader. + if (m_FirstTimeApply) + { + OnOpenGUI(material, materialEditorIn); + m_FirstTimeApply = false; + } + + ShaderPropertiesGUI(material); + } + + public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor) + { + // Foldout states + m_HeaderStateKey = k_KeyPrefix + material.shader.name; // Create key string for editor prefs + m_SurfaceOptionsFoldout = new SavedBool($"{m_HeaderStateKey}.SurfaceOptionsFoldout", true); + m_SurfaceInputsFoldout = new SavedBool($"{m_HeaderStateKey}.SurfaceInputsFoldout", true); + m_AdvancedFoldout = new SavedBool($"{m_HeaderStateKey}.AdvancedFoldout", false); + + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + + public void ShaderPropertiesGUI(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + EditorGUI.BeginChangeCheck(); + + m_SurfaceOptionsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceOptionsFoldout.value, Styles.SurfaceOptions); + if (m_SurfaceOptionsFoldout.value) + { + DrawSurfaceOptions(material); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + + m_SurfaceInputsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SurfaceInputsFoldout.value, Styles.SurfaceInputs); + if (m_SurfaceInputsFoldout.value) + { + DrawSurfaceInputs(material); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + + DrawAdditionalFoldouts(material); + + m_AdvancedFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdvancedFoldout.value, Styles.AdvancedLabel); + if (m_AdvancedFoldout.value) + { + DrawAdvancedOptions(material); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in materialEditor.targets) + MaterialChanged((Material)obj); + } + } + + #endregion + //////////////////////////////////// + // Drawing Functions // + //////////////////////////////////// + #region DrawingFunctions + + public virtual void DrawSurfaceOptions(Material material) + { + DoPopup(Styles.surfaceType, surfaceTypeProp, Enum.GetNames(typeof(SurfaceType))); + if ((SurfaceType)material.GetFloat("_Surface") == SurfaceType.Transparent) + DoPopup(Styles.blendingMode, blendModeProp, Enum.GetNames(typeof(BlendMode))); + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = cullingProp.hasMixedValue; + var culling = (RenderFace)cullingProp.floatValue; + culling = (RenderFace)EditorGUILayout.EnumPopup(Styles.cullingText, culling); + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(Styles.cullingText.text); + cullingProp.floatValue = (float)culling; + material.doubleSidedGI = (RenderFace)cullingProp.floatValue != RenderFace.Front; + } + + EditorGUI.showMixedValue = false; + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = alphaClipProp.hasMixedValue; + var alphaClipEnabled = EditorGUILayout.Toggle(Styles.alphaClipText, alphaClipProp.floatValue == 1); + if (EditorGUI.EndChangeCheck()) + alphaClipProp.floatValue = alphaClipEnabled ? 1 : 0; + EditorGUI.showMixedValue = false; + + if (alphaClipProp.floatValue == 1) + materialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, 1); + + if (receiveShadowsProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = receiveShadowsProp.hasMixedValue; + var receiveShadows = + EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f); + if (EditorGUI.EndChangeCheck()) + receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f; + EditorGUI.showMixedValue = false; + } + } + + public virtual void DrawSurfaceInputs(Material material) + { + DrawBaseProperties(material); + } + + public virtual void DrawAdvancedOptions(Material material) + { + materialEditor.EnableInstancingField(); + DrawQueueOffsetField(); + } + + protected void DrawQueueOffsetField() + { + if (queueOffsetProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = queueOffsetProp.hasMixedValue; + var queue = EditorGUILayout.IntSlider(Styles.queueSlider, (int)queueOffsetProp.floatValue, -queueOffsetRange, queueOffsetRange); + if (EditorGUI.EndChangeCheck()) + queueOffsetProp.floatValue = queue; + EditorGUI.showMixedValue = false; + } + } + + public virtual void DrawAdditionalFoldouts(Material material) { } + + public virtual void DrawBaseProperties(Material material) + { + if (baseMapProp != null && baseColorProp != null) // Draw the baseMap, most shader will have at least a baseMap + { + materialEditor.TexturePropertySingleLine(Styles.baseMap, baseMapProp, baseColorProp); + // TODO Temporary fix for lightmapping, to be replaced with attribute tag. + if (material.HasProperty("_MainTex")) + { + material.SetTexture("_MainTex", baseMapProp.textureValue); + var baseMapTiling = baseMapProp.textureScaleAndOffset; + material.SetTextureScale("_MainTex", new Vector2(baseMapTiling.x, baseMapTiling.y)); + material.SetTextureOffset("_MainTex", new Vector2(baseMapTiling.z, baseMapTiling.w)); + } + } + } + + protected virtual void DrawEmissionProperties(Material material, bool keyword) + { + var emissive = true; + var hadEmissionTexture = emissionMapProp.textureValue != null; + + if (!keyword) + { + materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, emissionColorProp, + false); + } + else + { + // Emission for GI? + emissive = materialEditor.EmissionEnabledProperty(); + + EditorGUI.BeginDisabledGroup(!emissive); + { + // Texture and HDR color controls + materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, + emissionColorProp, + false); + } + EditorGUI.EndDisabledGroup(); + } + + // If texture was assigned and color was black set color to white + var brightness = emissionColorProp.colorValue.maxColorComponent; + if (emissionMapProp.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorProp.colorValue = Color.white; + + // UniversalRP does not support RealtimeEmissive. We set it to bake emissive and handle the emissive is black right. + if (emissive) + { + var oldFlags = material.globalIlluminationFlags; + var newFlags = MaterialGlobalIlluminationFlags.BakedEmissive; + + if (brightness <= 0f) + newFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + if (newFlags != oldFlags) + material.globalIlluminationFlags = newFlags; + } + } + + public static void DrawNormalArea(MaterialEditor materialEditor, MaterialProperty bumpMap, MaterialProperty bumpMapScale = null) + { + if (bumpMapScale != null) + { + materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, + bumpMap.textureValue != null ? bumpMapScale : null); + if (bumpMapScale.floatValue != 1 && + UnityEditorInternal.InternalEditorUtility.IsMobilePlatform( + EditorUserBuildSettings.activeBuildTarget)) + if (materialEditor.HelpBoxWithButton(Styles.bumpScaleNotSupported, Styles.fixNormalNow)) + bumpMapScale.floatValue = 1; + } + else + { + materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap); + } + } + + protected static void DrawTileOffset(MaterialEditor materialEditor, MaterialProperty textureProp) + { + materialEditor.TextureScaleOffsetProperty(textureProp); + } + + #endregion + //////////////////////////////////// + // Material Data Functions // + //////////////////////////////////// + #region MaterialDataFunctions + + public static void SetMaterialKeywords(Material material, Action shadingModelFunc = null, Action shaderFunc = null) + { + // Clear all keywords for fresh start + material.shaderKeywords = null; + + // Setup blending - consistent across all Universal RP shaders + SetupMaterialBlendMode(material); + + // Receive Shadows + if (material.HasProperty("_ReceiveShadows")) + CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f); + + // Emission + if (material.HasProperty("_EmissionColor")) + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = + (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + if (material.HasProperty("_EmissionEnabled") && !shouldEmissionBeEnabled) + shouldEmissionBeEnabled = material.GetFloat("_EmissionEnabled") >= 0.5f; + CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + + // Normal Map + if (material.HasProperty("_BumpMap")) + CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); + + // Shader specific keyword functions + shadingModelFunc?.Invoke(material); + shaderFunc?.Invoke(material); + } + + public static void SetupMaterialBlendMode(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + bool alphaClip = false; + if (material.HasProperty("_AlphaClip")) + alphaClip = material.GetFloat("_AlphaClip") >= 0.5; + + if (alphaClip) + { + material.EnableKeyword("_ALPHATEST_ON"); + } + else + { + material.DisableKeyword("_ALPHATEST_ON"); + } + + if (material.HasProperty("_Surface")) + { + SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface"); + if (surfaceType == SurfaceType.Opaque) + { + if (alphaClip) + { + material.renderQueue = (int)RenderQueue.AlphaTest; + material.SetOverrideTag("RenderType", "TransparentCutout"); + } + else + { + material.renderQueue = (int)RenderQueue.Geometry; + material.SetOverrideTag("RenderType", "Opaque"); + } + + material.renderQueue += material.HasProperty("_QueueOffset") ? (int)material.GetFloat("_QueueOffset") : 0; + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.SetShaderPassEnabled("ShadowCaster", true); + } + else + { + BlendMode blendMode = (BlendMode)material.GetFloat("_Blend"); + + // Specific Transparent Mode Settings + switch (blendMode) + { + case BlendMode.Alpha: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Additive: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_ALPHAMODULATE_ON"); + break; + } + + // General Transparent Material Settings + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = (int)RenderQueue.Transparent; + material.renderQueue += material.HasProperty("_QueueOffset") ? (int)material.GetFloat("_QueueOffset") : 0; + material.SetShaderPassEnabled("ShadowCaster", false); + } + } + } + + #endregion + //////////////////////////////////// + // Helper Functions // + //////////////////////////////////// + #region HelperFunctions + + public static void TwoFloatSingleLine(GUIContent title, MaterialProperty prop1, GUIContent prop1Label, + MaterialProperty prop2, GUIContent prop2Label, MaterialEditor materialEditor, float labelWidth = 30f) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = prop1.hasMixedValue || prop2.hasMixedValue; + Rect rect = EditorGUILayout.GetControlRect(); + EditorGUI.PrefixLabel(rect, title); + var indent = EditorGUI.indentLevel; + var preLabelWidth = EditorGUIUtility.labelWidth; + EditorGUI.indentLevel = 0; + EditorGUIUtility.labelWidth = labelWidth; + Rect propRect1 = new Rect(rect.x + preLabelWidth, rect.y, + (rect.width - preLabelWidth) * 0.5f, EditorGUIUtility.singleLineHeight); + var prop1val = EditorGUI.FloatField(propRect1, prop1Label, prop1.floatValue); + + Rect propRect2 = new Rect(propRect1.x + propRect1.width, rect.y, + propRect1.width, EditorGUIUtility.singleLineHeight); + var prop2val = EditorGUI.FloatField(propRect2, prop2Label, prop2.floatValue); + + EditorGUI.indentLevel = indent; + EditorGUIUtility.labelWidth = preLabelWidth; + + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(title.text); + prop1.floatValue = prop1val; + prop2.floatValue = prop2val; + } + + EditorGUI.showMixedValue = false; + } + + public void DoPopup(GUIContent label, MaterialProperty property, string[] options) + { + DoPopup(label, property, options, materialEditor); + } + + public static void DoPopup(GUIContent label, MaterialProperty property, string[] options, MaterialEditor materialEditor) + { + if (property == null) + throw new ArgumentNullException("property"); + + EditorGUI.showMixedValue = property.hasMixedValue; + + var mode = property.floatValue; + EditorGUI.BeginChangeCheck(); + mode = EditorGUILayout.Popup(label, (int)mode, options); + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(label.text); + property.floatValue = mode; + } + + EditorGUI.showMixedValue = false; + } + + // Helper to show texture and color properties + public static Rect TextureColorProps(MaterialEditor materialEditor, GUIContent label, MaterialProperty textureProp, MaterialProperty colorProp, bool hdr = false) + { + Rect rect = EditorGUILayout.GetControlRect(); + EditorGUI.showMixedValue = textureProp.hasMixedValue; + materialEditor.TexturePropertyMiniThumbnail(rect, textureProp, label.text, label.tooltip); + EditorGUI.showMixedValue = false; + + if (colorProp != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = colorProp.hasMixedValue; + int indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + Rect rectAfterLabel = new Rect(rect.x + EditorGUIUtility.labelWidth, rect.y, + EditorGUIUtility.fieldWidth, EditorGUIUtility.singleLineHeight); + var col = EditorGUI.ColorField(rectAfterLabel, GUIContent.none, colorProp.colorValue, true, + false, hdr); + EditorGUI.indentLevel = indentLevel; + if (EditorGUI.EndChangeCheck()) + { + materialEditor.RegisterPropertyChangeUndo(colorProp.displayName); + colorProp.colorValue = col; + } + EditorGUI.showMixedValue = false; + } + + return rect; + } + + // Copied from shaderGUI as it is a protected function in an abstract class, unavailable to others + + public new static MaterialProperty FindProperty(string propertyName, MaterialProperty[] properties) + { + return FindProperty(propertyName, properties, true); + } + + // Copied from shaderGUI as it is a protected function in an abstract class, unavailable to others + + public new static MaterialProperty FindProperty(string propertyName, MaterialProperty[] properties, bool propertyIsMandatory) + { + for (int index = 0; index < properties.Length; ++index) + { + if (properties[index] != null && properties[index].name == propertyName) + return properties[index]; + } + if (propertyIsMandatory) + throw new ArgumentException("Could not find MaterialProperty: '" + propertyName + "', Num properties: " + (object)properties.Length); + return null; + } + + #endregion + } +} + +#endif +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs.meta new file mode 100644 index 000000000..e7e089d87 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 6d9c32b84c5466d4e8831430c414ee0a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/BaseShaderGUI.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs new file mode 100644 index 000000000..42032af8a --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs @@ -0,0 +1,161 @@ +//SEE: https://github.com/Unity-Technologies/Graphics/blob/v10.10.1/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/LitShader.cs + +#if !UNITY_2021_1_OR_NEWER +#if USING_URP + + +using System; +using UnityEditor; +using UnityEditor.Rendering.Universal.ShaderGUI; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + public class LitShader : BaseShaderGUI + { + private LitGUI.LitProperties litProperties; + private LitDetailGUI.LitProperties litDetailProperties; + private SavedBool m_DetailInputsFoldout; + + public override void OnOpenGUI(Material material, MaterialEditor materialEditor) + { + base.OnOpenGUI(material, materialEditor); + m_DetailInputsFoldout = new SavedBool($"{headerStateKey}.DetailInputsFoldout", true); + } + + public override void DrawAdditionalFoldouts(Material material) + { + m_DetailInputsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_DetailInputsFoldout.value, LitDetailGUI.Styles.detailInputs); + if (m_DetailInputsFoldout.value) + { + LitDetailGUI.DoDetailArea(litDetailProperties, materialEditor); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + } + + // collect properties from the material properties + public override void FindProperties(MaterialProperty[] properties) + { + base.FindProperties(properties); + litProperties = new LitGUI.LitProperties(properties); + litDetailProperties = new LitDetailGUI.LitProperties(properties); + } + + // material changed check + public override void MaterialChanged(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, LitDetailGUI.SetMaterialKeywords); + } + + // material main surface options + public override void DrawSurfaceOptions(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + if (litProperties.workflowMode != null) + { + DoPopup(LitGUI.Styles.workflowModeText, litProperties.workflowMode, Enum.GetNames(typeof(LitGUI.WorkflowMode))); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendModeProp.targets) + MaterialChanged((Material)obj); + } + base.DrawSurfaceOptions(material); + } + + // material main surface inputs + public override void DrawSurfaceInputs(Material material) + { + base.DrawSurfaceInputs(material); + LitGUI.Inputs(litProperties, materialEditor, material); + DrawEmissionProperties(material, true); + DrawTileOffset(materialEditor, baseMapProp); + } + + // material main advanced options + public override void DrawAdvancedOptions(Material material) + { + if (litProperties.reflections != null && litProperties.highlights != null) + { + EditorGUI.BeginChangeCheck(); + materialEditor.ShaderProperty(litProperties.highlights, LitGUI.Styles.highlightsText); + materialEditor.ShaderProperty(litProperties.reflections, LitGUI.Styles.reflectionsText); + if (EditorGUI.EndChangeCheck()) + { + MaterialChanged(material); + } + } + + base.DrawAdvancedOptions(material); + } + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + if (material == null) + throw new ArgumentNullException("material"); + + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialBlendMode(material); + return; + } + + SurfaceType surfaceType = SurfaceType.Opaque; + BlendMode blendMode = BlendMode.Alpha; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + surfaceType = SurfaceType.Opaque; + material.SetFloat("_AlphaClip", 1); + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + surfaceType = SurfaceType.Transparent; + blendMode = BlendMode.Alpha; + } + material.SetFloat("_Surface", (float)surfaceType); + material.SetFloat("_Blend", (float)blendMode); + + if (oldShader.name.Equals("Standard (Specular setup)")) + { + material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Specular); + Texture texture = material.GetTexture("_SpecGlossMap"); + if (texture != null) + material.SetTexture("_MetallicSpecGlossMap", texture); + } + else + { + material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Metallic); + Texture texture = material.GetTexture("_MetallicGlossMap"); + if (texture != null) + material.SetTexture("_MetallicSpecGlossMap", texture); + } + + MaterialChanged(material); + } + } +} + +#endif +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs.meta new file mode 100644 index 000000000..dda24f6d4 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: c18bb56219273c842a5ce95b7e8493ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/LitShader.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs new file mode 100644 index 000000000..e7f84a782 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs @@ -0,0 +1,94 @@ +//SEE: https://github.com/Unity-Technologies/Graphics/blob/v10.10.1/com.unity.render-pipelines.universal/Editor/SavedParameter.cs + +//#if !UNITY_2021_1_OR_NEWER +//#if USING_URP + + +using System; +using UnityEditor; +using UnityEngine.Assertions; + +namespace ShaderCrew.TheToonShader +{ + public class SavedParameter + where T : IEquatable + { + public delegate void SetParameter(string key, T value); + public delegate T GetParameter(string key, T defaultValue); + + readonly string m_Key; + bool m_Loaded; + T m_Value; + + readonly SetParameter m_Setter; + readonly GetParameter m_Getter; + + public SavedParameter(string key, T value, GetParameter getter, SetParameter setter) + { + Assert.IsNotNull(setter); + Assert.IsNotNull(getter); + + m_Key = key; + m_Loaded = false; + m_Value = value; + m_Setter = setter; + m_Getter = getter; + } + + void Load() + { + if (m_Loaded) + return; + + m_Loaded = true; + m_Value = m_Getter(m_Key, m_Value); + } + + public T value + { + get + { + Load(); + return m_Value; + } + set + { + Load(); + + if (m_Value.Equals(value)) + return; + + m_Value = value; + m_Setter(m_Key, value); + } + } + } + + // Pre-specialized class for easier use and compatibility with existing code + public sealed class SavedBool : SavedParameter + { + public SavedBool(string key, bool value) + : base(key, value, EditorPrefs.GetBool, EditorPrefs.SetBool) { } + } + + public sealed class SavedInt : SavedParameter + { + public SavedInt(string key, int value) + : base(key, value, EditorPrefs.GetInt, EditorPrefs.SetInt) { } + } + + public sealed class SavedFloat : SavedParameter + { + public SavedFloat(string key, float value) + : base(key, value, EditorPrefs.GetFloat, EditorPrefs.SetFloat) { } + } + + public sealed class SavedString : SavedParameter + { + public SavedString(string key, string value) + : base(key, value, EditorPrefs.GetString, EditorPrefs.SetString) { } + } +} + +//#endif +//#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs.meta new file mode 100644 index 000000000..9e742c6a0 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 7a1e3c272858e934d8a774f5d100020f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2019-2020/SavedParameter.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021.meta new file mode 100644 index 000000000..f85725180 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 06c569b799330c24ea9d07dcbb486bf0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs new file mode 100644 index 000000000..2452e06cb --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs @@ -0,0 +1,141 @@ +//SEE: https://github.com/Unity-Technologies/Graphics/blob/569f8878feb8f4340d6de66efa151d0fc1b79c77/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/LitShader.cs + +#if USING_URP +#if UNITY_2021_1_OR_NEWER +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.Rendering; +using UnityEditor.Rendering.Universal.ShaderGUI; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + public class LitShader : BaseShaderGUI + { + static readonly string[] workflowModeNames = Enum.GetNames(typeof(LitGUI.WorkflowMode)); + + private LitGUI.LitProperties litProperties; + private LitDetailGUI.LitProperties litDetailProperties; + + public override void FillAdditionalFoldouts(MaterialHeaderScopeList materialScopesList) + { + materialScopesList.RegisterHeaderScope(LitDetailGUI.Styles.detailInputs, Expandable.Details, _ => LitDetailGUI.DoDetailArea(litDetailProperties, materialEditor)); + } + + // collect properties from the material properties + public override void FindProperties(MaterialProperty[] properties) + { + base.FindProperties(properties); + litProperties = new LitGUI.LitProperties(properties); + litDetailProperties = new LitDetailGUI.LitProperties(properties); + } + + // material changed check + public override void ValidateMaterial(Material material) + { + SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, LitDetailGUI.SetMaterialKeywords); + } + + // material main surface options + public override void DrawSurfaceOptions(Material material) + { + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + if (litProperties.workflowMode != null) + DoPopup(LitGUI.Styles.workflowModeText, litProperties.workflowMode, workflowModeNames); + + base.DrawSurfaceOptions(material); + } + + // material main surface inputs + public override void DrawSurfaceInputs(Material material) + { + base.DrawSurfaceInputs(material); + LitGUI.Inputs(litProperties, materialEditor, material); + DrawEmissionProperties(material, true); + DrawTileOffset(materialEditor, baseMapProp); + } + + // material main advanced options + public override void DrawAdvancedOptions(Material material) + { + if (litProperties.reflections != null && litProperties.highlights != null) + { + materialEditor.ShaderProperty(litProperties.highlights, LitGUI.Styles.highlightsText); + materialEditor.ShaderProperty(litProperties.reflections, LitGUI.Styles.reflectionsText); + } + + base.DrawAdvancedOptions(material); + } + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + if (material == null) + throw new ArgumentNullException("material"); + + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialBlendMode(material); + return; + } + + SurfaceType surfaceType = SurfaceType.Opaque; + BlendMode blendMode = BlendMode.Alpha; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + surfaceType = SurfaceType.Opaque; + material.SetFloat("_AlphaClip", 1); + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + surfaceType = SurfaceType.Transparent; + blendMode = BlendMode.Alpha; + } + material.SetFloat("_Blend", (float)blendMode); + + material.SetFloat("_Surface", (float)surfaceType); + if (surfaceType == SurfaceType.Opaque) + { + material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT"); + } + else + { + material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); + } + + if (oldShader.name.Equals("Standard (Specular setup)")) + { + material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Specular); + Texture texture = material.GetTexture("_SpecGlossMap"); + if (texture != null) + material.SetTexture("_MetallicSpecGlossMap", texture); + } + else + { + material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Metallic); + Texture texture = material.GetTexture("_MetallicGlossMap"); + if (texture != null) + material.SetTexture("_MetallicSpecGlossMap", texture); + } + } + } + + +} + +#endif +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs.meta new file mode 100644 index 000000000..1f3fbaffb --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 5e318227579cea0469bbb060b48f848e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/2021/LitShader.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs new file mode 100644 index 000000000..055ab1133 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs @@ -0,0 +1,87 @@ +//SEE: https://github.com/Unity-Technologies/Graphics/blob/632f80e011f18ea537ee6e2f0be3ff4f4dea6a11/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitDetailGUI.cs + +#if USING_URP + +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; + + +namespace ShaderCrew.TheToonShader +{ + public class LitDetailGUI + { + + public static class Styles + { + public static readonly GUIContent detailInputs = EditorGUIUtility.TrTextContent("Detail Inputs", + "These settings define the surface details by tiling and overlaying additional maps on the surface."); + + public static readonly GUIContent detailMaskText = EditorGUIUtility.TrTextContent("Mask", + "Select a mask for the Detail map. The mask uses the alpha channel of the selected texture. The Tiling and Offset settings have no effect on the mask."); + + public static readonly GUIContent detailAlbedoMapText = EditorGUIUtility.TrTextContent("Base Map", + "Select the surface detail texture.The alpha of your texture determines surface hue and intensity."); + + public static readonly GUIContent detailNormalMapText = EditorGUIUtility.TrTextContent("Normal Map", + "Designates a Normal Map to create the illusion of bumps and dents in the details of this Material's surface."); + + public static readonly GUIContent detailAlbedoMapScaleInfo = EditorGUIUtility.TrTextContent("Setting the scaling factor to a value other than 1 results in a less performant shader variant."); + public static readonly GUIContent detailAlbedoMapFormatError = EditorGUIUtility.TrTextContent("This texture is not in linear space."); + } + + public struct LitProperties + { + public MaterialProperty detailMask; + public MaterialProperty detailAlbedoMapScale; + public MaterialProperty detailAlbedoMap; + public MaterialProperty detailNormalMapScale; + public MaterialProperty detailNormalMap; + + public LitProperties(MaterialProperty[] properties) + { + detailMask = BaseShaderGUI.FindProperty("_DetailMask", properties, false); + detailAlbedoMapScale = BaseShaderGUI.FindProperty("_DetailAlbedoMapScale", properties, false); + detailAlbedoMap = BaseShaderGUI.FindProperty("_DetailAlbedoMap", properties, false); + detailNormalMapScale = BaseShaderGUI.FindProperty("_DetailNormalMapScale", properties, false); + detailNormalMap = BaseShaderGUI.FindProperty("_DetailNormalMap", properties, false); + } + } + + public static void DoDetailArea(LitProperties properties, MaterialEditor materialEditor) + { + materialEditor.TexturePropertySingleLine(Styles.detailMaskText, properties.detailMask); + materialEditor.TexturePropertySingleLine(Styles.detailAlbedoMapText, properties.detailAlbedoMap, + properties.detailAlbedoMap.textureValue != null ? properties.detailAlbedoMapScale : null); + if (properties.detailAlbedoMapScale.floatValue != 1.0f) + { + EditorGUILayout.HelpBox(Styles.detailAlbedoMapScaleInfo.text, MessageType.Info, true); + } + var detailAlbedoTexture = properties.detailAlbedoMap.textureValue as Texture2D; + if (detailAlbedoTexture != null && GraphicsFormatUtility.IsSRGBFormat(detailAlbedoTexture.graphicsFormat)) + { + EditorGUILayout.HelpBox(Styles.detailAlbedoMapFormatError.text, MessageType.Warning, true); + } + materialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, properties.detailNormalMap, + properties.detailNormalMap.textureValue != null ? properties.detailNormalMapScale : null); + materialEditor.TextureScaleOffsetProperty(properties.detailAlbedoMap); + } + + public static void SetMaterialKeywords(Material material) + { + if (material.HasProperty("_DetailAlbedoMap") && material.HasProperty("_DetailNormalMap") && material.HasProperty("_DetailAlbedoMapScale")) + { + bool isScaled = material.GetFloat("_DetailAlbedoMapScale") != 1.0f; + bool hasDetailMap = material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"); + CoreUtils.SetKeyword(material, "_DETAIL_MULX2", !isScaled && hasDetailMap); + CoreUtils.SetKeyword(material, "_DETAIL_SCALED", isScaled && hasDetailMap); + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs.meta new file mode 100644 index 000000000..876fde6c4 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: eb3a74fd4c1042841a9468e1b00d0bbf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/LitDetailGUI.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/UniversalProperties.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/UniversalProperties.cs new file mode 100644 index 000000000..79f1a5d57 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/UniversalProperties.cs @@ -0,0 +1,45 @@ +//SEE: https://github.com/Unity-Technologies/Graphics/blob/6fdc7996098aa184495c0a3c0da10135bfe18340/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/UniversalProperties.cs + + +#if USING_URP + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + public class UniversalProperties + { + public static class Property + { + public static readonly string SpecularWorkflowMode = "_WorkflowMode"; + public static readonly string SurfaceType = "_Surface"; + public static readonly string BlendMode = "_Blend"; + public static readonly string AlphaClip = "_AlphaClip"; + public static readonly string AlphaToMask = "_AlphaToMask"; + public static readonly string SrcBlend = "_SrcBlend"; + public static readonly string DstBlend = "_DstBlend"; + public static readonly string SrcBlendAlpha = "_SrcBlendAlpha"; + public static readonly string DstBlendAlpha = "_DstBlendAlpha"; + public static readonly string BlendModePreserveSpecular = "_BlendModePreserveSpecular"; + public static readonly string ZWrite = "_ZWrite"; + public static readonly string CullMode = "_Cull"; + public static readonly string CastShadows = "_CastShadows"; + public static readonly string ReceiveShadows = "_ReceiveShadows"; + public static readonly string QueueOffset = "_QueueOffset"; + + // for ShaderGraph shaders only + public static readonly string ZTest = "_ZTest"; + public static readonly string ZWriteControl = "_ZWriteControl"; + public static readonly string QueueControl = "_QueueControl"; + + // Global Illumination requires some properties to be named specifically: + public static readonly string EmissionMap = "_EmissionMap"; + public static readonly string EmissionColor = "_EmissionColor"; + } + } +} + + +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/UniversalProperties.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/UniversalProperties.cs.meta new file mode 100644 index 000000000..f40cba9fb --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Editor/ShaderGUI/URP/UniversalProperties.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 1526c7c016946e949b453370ac31ab34 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Resources/NoiseTextures/WhiteNoise.png + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime.meta new file mode 100644 index 000000000..c10997d0b --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a5a12edabde3374d9b84c06e1ea6d13 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common.meta new file mode 100644 index 000000000..14c7d020f --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7ef9d8a6cad0a1e47aae907b17781540 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs new file mode 100644 index 000000000..cce87ffd6 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs @@ -0,0 +1,27 @@ + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + +namespace ShaderCrew.TheToonShader +{ + public static class GeneralUtils + { + + } +} + + + + + + + + + + + + + + diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs.meta new file mode 100644 index 000000000..49a283329 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: aea506b4076703b4fa375486f01b223a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/GeneralUtils.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs new file mode 100644 index 000000000..037415497 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs @@ -0,0 +1,20 @@ +using UnityEditor; +using UnityEngine; +namespace ShaderCrew.TheToonShader +{ + [System.Serializable] + public class PropertyCategorySO + { + [SerializeField] + public bool boolValue; + + [SerializeField] + public int propertiesActive; + + public PropertyCategorySO() + { + propertiesActive = 4; + } + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs.meta new file mode 100644 index 000000000..f43a71a3b --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 1e0593ea088fb454194e06948d859bc0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/PropertyCategorySO.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs new file mode 100644 index 000000000..4e0846448 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs @@ -0,0 +1,495 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + + +namespace ShaderCrew.TheToonShader +{ + public static class ReplaceAndSyncUtils + { + public static void AddTheToonShaderInstancePrefix(Material materialInstance) + { + string name = materialInstance.name; + name = name.Replace(" (Instance)", ""); + if (!name.Contains(TheToonShaderConstants.THETOONSHADER_INSTANCE_PREFIX)) + { + materialInstance.name = name + " (" + TheToonShaderConstants.THETOONSHADER_INSTANCE_PREFIX + ")"; + } + } + + private static Material getFirstInstancedMaterial(Transform[] transforms) + { + if (transforms != null && transforms.Length > 0) + { + foreach (Transform transform in transforms) + { + if (transform != null) + { + Renderer renderer = transform.GetComponent(); + if (renderer != null) + { + Material[] materials = renderer.sharedMaterials; + if (materials != null && materials.Length > 0) + { + foreach (Material material in materials) + { + if (IsTheToonShaderMaterial(material)) + { + return material; + } + } + } + + } + } + } + } + return null; + } + + + /// + /// Gets all materials, including the ones in various LOD levels, which are associated with given transforms + public static List GetAllTheToonShaderMaterialsFromTransforms(Transform[] transforms, Material referenceMaterial) + { + List materialList = new List(); + + foreach (Transform transform in transforms) + { + if(transform != null) + { + //Renderer rendererNonLOD = transform.GetComponent(); + Renderer[] rendererNonLODArray = transform.GetComponentsInChildren(); + for (int i = 0; i < rendererNonLODArray.Length; i++) + { + if (transform.GetComponent() != null) + { + foreach (LOD lod in transform.GetComponent().GetLODs()) + { + foreach (Renderer renderer in lod.renderers) + { + if (renderer == rendererNonLODArray[i]) + { + rendererNonLODArray[i] = null; + } + if (renderer != null && renderer.sharedMaterials.Length > 0) + { + foreach (Material material in renderer.sharedMaterials) + { + if (material != null && IsTheToonShaderMaterial(material)) + { + if (!materialList.Contains(material)) + { + materialList.Add(material); + } + } + } + } + } + } + } + if (rendererNonLODArray[i] != null) + { + Material[] materials = rendererNonLODArray[i].sharedMaterials; + if (materials.Length > 0) + { + foreach (Material material in materials) + { + if (material != null && IsTheToonShaderMaterial(material)) + { + if (!materialList.Contains(material)) + { + materialList.Add(material); + } + } + } + } + } + } + } + } + return materialList; + } + + private static bool IsTheToonShaderMaterial(Material material) + { + return (material != null && material.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY)); + + } + public static void SyncKeywords(Material source, Material target) + { + if (source == null || target == null) + return; + + if (source.shader != target.shader) + return; + //Debug.LogWarning("SyncKeywords: materials use different shaders."); + + target.shaderKeywords = source.shaderKeywords; + } + + public static void UpdateTheToonShaderMaterialPropertiesAndKeywords(List materials, Material referenceMaterial, + Dictionary propertyNameToBoolDictionary, + bool forceUpdateOfAllPropertiesAndKeywords = false) + { + if(forceUpdateOfAllPropertiesAndKeywords) + { + + //bool doKeywordSync = false; //a bit of a hack, make cleaner 1 + + List properties = new List(); + foreach (string propertyName in ShaderUtils.ALL_PROPERITES) + { + bool propertyInsideDictionary = propertyNameToBoolDictionary.TryGetValue(propertyName, out bool propertyToggled); + if (propertyInsideDictionary && propertyName != null) + { + if (propertyToggled) + { + properties.Add(propertyName); + ////a bit of a hack, make cleaner 2 + //if(propertyName.Equals("_ShadingMode")) + //{ + // doKeywordSync = true; + //} + } + } + } + List keywords = ShaderUtils.GetKeywordList(properties); + foreach (Material material in materials) + { + if (properties.Count > 0) + { + updateMaterialProperties(material, referenceMaterial, properties); + } + + //if(doKeywordSync)//a bit of a hack, make cleaner 3 + //{ + // updateMaterialKeywords(material, referenceMaterial, ShaderUtils.THETOONSHADER_KEYWORDS_LIST); + //} + //SyncKeywords(referenceMaterial, material); + updateMaterialKeywords(material, referenceMaterial, keywords); + + } + + } + else + { + Material firstInstancedMaterial = null; + foreach (Material material in materials) + { + if (IsTheToonShaderMaterial(material)) + { + firstInstancedMaterial = material; + break; + } + } + if (firstInstancedMaterial != null) + { + List namesOfChangedProperties = GetNamesOfAllChangedPropertyValues(firstInstancedMaterial, referenceMaterial, propertyNameToBoolDictionary); + List namesOfChangedKeywords = GetNamesOfAllChangedKeywordValues(firstInstancedMaterial, referenceMaterial, namesOfChangedProperties); + if ((namesOfChangedProperties != null && namesOfChangedProperties.Count > 0) || (namesOfChangedKeywords != null && namesOfChangedKeywords.Count > 0)) + { + foreach (Material material in materials) + { + if (namesOfChangedProperties.Count > 0) + { + updateMaterialProperties(material, referenceMaterial, namesOfChangedProperties); + } + if (namesOfChangedKeywords.Count > 0) + { + //if(namesOfChangedProperties.Contains("_ShadingMode")) //a bit of a hack, make cleaner 4 + { + updateMaterialKeywords(material, referenceMaterial, namesOfChangedKeywords); + } + } + } + } + } + } + + } + + public static void UpdateTheToonShaderMaterialPropertiesAndKeywords(Transform[] transforms, Material referenceMaterial, + Dictionary propertyNameToBoolDictionary, + bool forceUpdateOfAllPropertiesAndKeywords = false) + { + //bool doKeywordSync = false; //a bit of a hack, make cleaner 1 + + + if (forceUpdateOfAllPropertiesAndKeywords) + { + //Debug.Log("UpdateTheToonShaderMaterialPropertiesAndKeywords forced"); + List properties = new List(); + foreach (string propertyName in ShaderUtils.ALL_PROPERITES) + { + bool propertyInsideDictionary = propertyNameToBoolDictionary.TryGetValue(propertyName, out bool propertyToggled); + if (propertyInsideDictionary && propertyName != null) + { + if (propertyToggled) + { + properties.Add(propertyName); + + //if (propertyName.Equals("_ShadingMode")) //a bit of a hack, make cleaner 2 + //{ + // doKeywordSync = true; + //} + } + } + } + List keywords = ShaderUtils.GetKeywordList(properties); + + List allTheToonShaderMaterials = GetAllTheToonShaderMaterialsFromTransforms(transforms, referenceMaterial); + //Debug.Log("Toon Shader Count: " + allTheToonShaderMaterials.Count); + if (allTheToonShaderMaterials != null && allTheToonShaderMaterials.Count > 0) + { + foreach (Material material in allTheToonShaderMaterials) + { + //Debug.Log("Material name: " + material.name); + if (properties.Count > 0) + { + updateMaterialProperties(material, referenceMaterial, properties); + } + //if (doKeywordSync)//a bit of a hack, make cleaner 3 + //{ + // updateMaterialKeywords(material, referenceMaterial, ShaderUtils.THETOONSHADER_KEYWORDS_LIST); + //} + //SyncKeywords(referenceMaterial, material); + updateMaterialKeywords(material, referenceMaterial, keywords); + + + } + } + } + else + { + //Debug.Log("UpdateTheToonShaderMaterialPropertiesAndKeywords"); + + Material firstInstancedMaterial = getFirstInstancedMaterial(transforms); + if (firstInstancedMaterial != null) + { + List namesOfChangedProperties = GetNamesOfAllChangedPropertyValues(firstInstancedMaterial, referenceMaterial, propertyNameToBoolDictionary); + List namesOfChangedKeywords = GetNamesOfAllChangedKeywordValues(firstInstancedMaterial, referenceMaterial, namesOfChangedProperties); + if ((namesOfChangedProperties != null && namesOfChangedProperties.Count > 0) || (namesOfChangedKeywords != null && namesOfChangedKeywords.Count > 0)) + { + List allTheToonShaderMaterials = GetAllTheToonShaderMaterialsFromTransforms(transforms, referenceMaterial); + if(allTheToonShaderMaterials != null && allTheToonShaderMaterials.Count > 0) + { + foreach (Material material in allTheToonShaderMaterials) + { + if (namesOfChangedProperties.Count > 0) + { + updateMaterialProperties(material, referenceMaterial, namesOfChangedProperties); + } + if (namesOfChangedKeywords.Count > 0) + { + //if (namesOfChangedProperties.Contains("_ShadingMode")) //a bit of a hack, make cleaner 4 + { + updateMaterialKeywords(material, referenceMaterial, namesOfChangedKeywords); + } + } + } + } + } + } + } + + + + } + + + + private static void updateMaterialProperties(Material instancedMaterial, Material referenceMaterial, List namesOfChangedProperties) + { + if (instancedMaterial != null && referenceMaterial != null && namesOfChangedProperties != null && namesOfChangedProperties.Count > 0) + { + Shader shader = referenceMaterial.shader; + + foreach (string propertyName in namesOfChangedProperties) + { + if (referenceMaterial.HasProperty(propertyName) && instancedMaterial.HasProperty(propertyName)) + { + ShaderPropertyType shaderPropertyType = shader.GetPropertyType(shader.FindPropertyIndex(propertyName)); + + + if (shaderPropertyType == ShaderPropertyType.Float || shaderPropertyType == ShaderPropertyType.Range) + { + + float value = referenceMaterial.GetFloat(propertyName); + instancedMaterial.SetFloat(propertyName, value); + } + else if (shaderPropertyType == ShaderPropertyType.Color) + { + Color value = referenceMaterial.GetColor(propertyName); + instancedMaterial.SetColor(propertyName, value); + } + else if (shaderPropertyType == ShaderPropertyType.Texture) + { + Texture texture = referenceMaterial.GetTexture(propertyName); + instancedMaterial.SetTexture(propertyName, texture); + Vector2 offset = referenceMaterial.GetTextureOffset(propertyName); + instancedMaterial.SetTextureOffset(propertyName, offset); + Vector2 scale = referenceMaterial.GetTextureScale(propertyName); + instancedMaterial.SetTextureScale(propertyName, scale); + } + else if (shaderPropertyType == ShaderPropertyType.Vector) + { + Vector4 vector = referenceMaterial.GetVector(propertyName); + instancedMaterial.SetVector(propertyName, vector); + } + } + } + } + } + + + private static void updateMaterialKeywords(Material instancedMaterial, Material referenceMaterial, List namesOfChangedKeywords) + { + foreach (string keyword in namesOfChangedKeywords) + { + bool isKeywordEnabled = referenceMaterial.IsKeywordEnabled(keyword); + if (isKeywordEnabled) + { + instancedMaterial.EnableKeyword(keyword); + } + else + { + instancedMaterial.DisableKeyword(keyword); + } + } + } + + private static List GetNamesOfAllChangedPropertyValues(Material instancedMaterial, + Material referenceMaterial, + Dictionary propertyNameToBoolDictionary) + { + if (instancedMaterial != null && referenceMaterial != null) + { + if (IsTheToonShaderMaterial(instancedMaterial) && IsTheToonShaderMaterial(referenceMaterial)) + { + Shader shader = referenceMaterial.shader; + List namesOfChangedProperties = new List(); + foreach (string propertyName in ShaderUtils.ALL_PROPERITES) + { + if (referenceMaterial.HasProperty(propertyName) && instancedMaterial.HasProperty(propertyName)) + { + bool propertyInsideDictionary = propertyNameToBoolDictionary.TryGetValue(propertyName, out bool propertyToggled); + if (propertyInsideDictionary && propertyName != null) + { + if (propertyToggled) + { + ShaderPropertyType shaderPropertyType = shader.GetPropertyType(referenceMaterial.shader.FindPropertyIndex(propertyName)); + + if (shaderPropertyType == ShaderPropertyType.Float || shaderPropertyType == ShaderPropertyType.Range) + { + float instancedValue = instancedMaterial.GetFloat(propertyName); + float referenceValue = referenceMaterial.GetFloat(propertyName); + if ((instancedValue != referenceValue)) // || force) + { + namesOfChangedProperties.Add(propertyName); + } + } + else if (shaderPropertyType == ShaderPropertyType.Color) + { + Color instancedColor = instancedMaterial.GetColor(propertyName); + Color referenceColor = referenceMaterial.GetColor(propertyName); + if (!instancedColor.Equals(referenceColor)) + { + namesOfChangedProperties.Add(propertyName); + } + } + else if (shaderPropertyType == ShaderPropertyType.Texture) + { + Texture instancedTexture = instancedMaterial.GetTexture(propertyName); + Texture referenceTexture = referenceMaterial.GetTexture(propertyName); + if (instancedTexture != null && referenceTexture != null) + { + if (!String.Equals(instancedTexture.name, referenceTexture.name)) + { + namesOfChangedProperties.Add(propertyName); + } + else if (instancedMaterial.GetTextureOffset(propertyName) != referenceMaterial.GetTextureOffset(propertyName) + || instancedMaterial.GetTextureScale(propertyName) != referenceMaterial.GetTextureScale(propertyName)) + { + namesOfChangedProperties.Add(propertyName); + } + } + else if ((instancedTexture != null) != (referenceTexture != null)) + { + namesOfChangedProperties.Add(propertyName); + } + } + else if (shaderPropertyType == ShaderPropertyType.Vector) + { + Vector4 instancedVector = instancedMaterial.GetVector(propertyName); + Vector4 referenceVector = referenceMaterial.GetVector(propertyName); + + if (!instancedVector.Equals(referenceVector)) + { + namesOfChangedProperties.Add(propertyName); + } + } + } + } + } + + } + return namesOfChangedProperties; + } + } + return null; + } + + + //private static List GetNamesOfAllChangedKeywordValues(Material instancedMaterial, Material referenceMaterial) + //{ + // if (instancedMaterial != null && referenceMaterial != null) + // { + // if (IsTheToonShaderMaterial(instancedMaterial) && IsTheToonShaderMaterial(referenceMaterial)) + // { + // List namesOfChangedProperties = new List(); + // //foreach (string keyword in ShaderUtils.THETOONSHADER_KEYWORDS_LIST) + // foreach (string keyword in referenceMaterial.shaderKeywords) + // { + // bool instancedValue = instancedMaterial.IsKeywordEnabled(keyword); + // bool referenceValue = referenceMaterial.IsKeywordEnabled(keyword); + // if (instancedValue != referenceValue) + // { + // namesOfChangedProperties.Add(keyword); + // } + // } + // return namesOfChangedProperties; + // } + // } + // return null; + //} + + + private static List GetNamesOfAllChangedKeywordValues(Material instancedMaterial, Material referenceMaterial, List namesOfChangedProperties) + { + if (instancedMaterial != null && referenceMaterial != null) + { + if (IsTheToonShaderMaterial(instancedMaterial) && IsTheToonShaderMaterial(referenceMaterial)) + { + List namesOfChangedKeywords= new List(); + //foreach (string keyword in ShaderUtils.THETOONSHADER_KEYWORDS_LIST) + //foreach (string keyword in referenceMaterial.shaderKeywords) + List keywords = ShaderUtils.GetKeywordList(namesOfChangedProperties); + foreach (string keyword in keywords) + { + bool instancedValue = instancedMaterial.IsKeywordEnabled(keyword); + bool referenceValue = referenceMaterial.IsKeywordEnabled(keyword); + if (instancedValue != referenceValue) + { + namesOfChangedProperties.Add(keyword); + } + } + return namesOfChangedProperties; + } + } + return null; + } + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs.meta new file mode 100644 index 000000000..905fecfd5 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 9422680e0ced5164595567e675c07645 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ReplaceAndSyncUtils.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs new file mode 100644 index 000000000..1f77207bf --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs @@ -0,0 +1,784 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Rendering; +#if USING_URP +using UnityEngine.Rendering.Universal; +#endif +namespace ShaderCrew.TheToonShader +{ + public static class ShaderUtils + { + + public enum RenderPipelineOptions + { + HDRP, + URP, + BiRP, + URP2D, + NONE + } + + + + + public static RenderPipelineOptions getCurrentRenderPipeline() + { + RenderPipelineOptions rp; + if (GraphicsSettings.currentRenderPipeline) + { + if (GraphicsSettings.currentRenderPipeline.GetType().ToString().Contains("HighDefinition")) + { + rp = RenderPipelineOptions.HDRP; + } + else + { + rp = RenderPipelineOptions.URP; + } + +#if USING_URP2D && USING_URP + UniversalRenderPipelineAsset urpAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; + ScriptableRenderer renderer = urpAsset.scriptableRenderer; + if (renderer.GetType().Name.Contains("Renderer2D")) + { + rp = RenderPipelineOptions.URP2D; + } + +#endif + + } + else + { + rp = RenderPipelineOptions.BiRP; + } + + return rp; + } + + + + public static readonly Dictionary STS_BIRP_SHADER_DICTIONARY = new Dictionary + { + +#if __I_AM_A_THETOONSHADER_DEV__ + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "Dev/TheToonShaderDev_BiRP_WithOutline"}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, "Dev/TheToonShaderDev_BiRP_WithOutline"}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, "Dev/TheToonShaderDev_BiRP"}, +#else + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, TheToonShaderConstants.TTS_SHADER_NAME_BIRP_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_BIRP_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_NAME_BIRP}, + { TheToonShaderConstants.TTS_SHADER_STS_KEY, TheToonShaderConstants.TTS_SHADER_NAME_BIRP_WITH_STS}, + { TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_BIRP_WITH_OUTLINE_AND_STS}, +#endif + + }; + + + //#if USING_HDRP + // public static readonly Dictionary TTS_HDRP_SHADER_DICTIONARY = new Dictionary + // { + + //#if UNITY_2023 || UNITY_6000 + // //{ "HDRP/Unlit", "SeeThroughShader/HDRP/2023/Unlit" }, + // { "HDRP/Lit", "SeeThroughShader/HDRP/2023/Lit" }, + // { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "SeeThroughShader/HDRP/2023/Lit" }, + //#elif UNITY_2022 + // //{ "HDRP/Unlit", "SeeThroughShader/HDRP/2022/Unlit" }, + // { "HDRP/Lit", "SeeThroughShader/HDRP/2022/Lit" }, + // { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "SeeThroughShader/HDRP/2022/Lit" }, + //#elif UNITY_2021 + // //{ "HDRP/Unlit", "SeeThroughShader/HDRP/2021/Unlit" }, + // { "HDRP/Lit", "SeeThroughShader/HDRP/2021/Lit" }, + // { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "SeeThroughShader/HDRP/2021/Lit" }, + //#elif UNITY_2020 + // //{ "HDRP/Unlit", "SeeThroughShader/HDRP/2020/Unlit" }, + // { "HDRP/Lit", "SeeThroughShader/HDRP/2020/Lit" }, + // { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "SeeThroughShader/HDRP/2020/Lit" }, + //#else + // //{ "HDRP/Unlit", "SeeThroughShader/HDRP/2019/Unlit" }, + // { "HDRP/Lit", "SeeThroughShader/HDRP/2019/Lit" }, + // { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "SeeThroughShader/HDRP/2019/Lit" }, + //#endif + // }; + //#endif + + +#if USING_URP + public static readonly Dictionary TTS_URP_SHADER_DICTIONARY = new Dictionary + { + +#if __I_AM_A_THETOONSHADER_DEV__ + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, "Dev/TheToonShaderDev_URP_WithOutline"}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, "Dev/TheToonShaderDev_URP_WithOutline"}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, "Dev/TheToonShaderDev_URP"}, +#else +#if UNITY_6000_3_OR_NEWER + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_3_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_3_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_3}, + { TheToonShaderConstants.TTS_SHADER_STS_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_3_WITH_STS}, + { TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_3_WITH_OUTLINE_AND_STS}, +#elif UNITY_2023 || UNITY_6000 + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6}, + { TheToonShaderConstants.TTS_SHADER_STS_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_WITH_STS}, + { TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_UNITY6_WITH_OUTLINE_AND_STS}, +#elif UNITY_2022 + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2022_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2022_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2022}, + { TheToonShaderConstants.TTS_SHADER_STS_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2022_WITH_STS}, + { TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2022_WITH_OUTLINE_AND_STS}, +#elif UNITY_2021 + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2021_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2021_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2021}, + { TheToonShaderConstants.TTS_SHADER_STS_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2021_WITH_STS}, + { TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2021_WITH_OUTLINE_AND_STS}, +#elif UNITY_2020 + { TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2020_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2020_WITH_OUTLINE}, + { TheToonShaderConstants.TTS_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2020}, + { TheToonShaderConstants.TTS_SHADER_STS_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2020_WITH_STS}, + { TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY, TheToonShaderConstants.TTS_SHADER_NAME_URP_2020_WITH_OUTLINE_AND_STS}, +#endif +#endif + }; + + + + public static readonly Dictionary TTS_URP2D_SHADER_DICTIONARY = new Dictionary + { + +#if __I_AM_A_THETOONSHADER_DEV__ + { TheToonShaderConstants.TTS_URP2D_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_FILENAME_2D_SHADERGRAPH} +#else + { TheToonShaderConstants.TTS_URP2D_SHADER_STANDARD_KEY, TheToonShaderConstants.TTS_SHADER_FILENAME_2D_SHADERGRAPH} +#endif + }; + + +#endif + + + + + + + public static Dictionary getUnityToTTSShaderMapping() + { + Dictionary UnityToTTSShaderMapping = null; + if (GraphicsSettings.currentRenderPipeline) + { + if (GraphicsSettings.currentRenderPipeline.GetType().ToString().Contains("HighDefinition")) + { +//#if USING_HDRP +// UnityToTTSShaderMapping = TTS_HDRP_SHADER_DICTIONARY; +//#endif + } + else //UTP + { +#if USING_URP + UniversalRenderPipelineAsset urpAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; + ScriptableRenderer renderer = urpAsset.scriptableRenderer; + if (renderer.GetType().Name.Contains("Renderer2D")) + { + UnityToTTSShaderMapping = TTS_URP2D_SHADER_DICTIONARY; + } + else + { + + UnityToTTSShaderMapping = TTS_URP_SHADER_DICTIONARY; + + } +#endif + + } + } + else + { + UnityToTTSShaderMapping = STS_BIRP_SHADER_DICTIONARY; + } + + return UnityToTTSShaderMapping; + } + + + + + + + + + + public static bool IsNativeTTSShader(Shader shader) + { + if(shader != null) + { + return IsNativeTTSShader(shader.name); + } + return false; + } + + //public static bool IsNativeTTSShader(string shaderName) + //{ + // if (shaderName != null && !shaderName.Equals("")) + // { + // if (THETOONSHADER_SHADER_LIST.Contains(shaderName)) + // { + // return true; + // } + // } + // return false; + //} + + public static bool IsNativeTTSShader(string shaderName) + { + if (shaderName != null && !shaderName.Equals("")) + { + if (getUnityToTTSShaderMapping().ContainsValue(shaderName)) + { + return true; + } + } + return false; + } + + + public class UnityVersionRenderPipelineShaderInfo + { + public string unityVersion; + public string renderPipeline; + public string versionAndRPCorrectedShader; + public string shaderFolder; + + + public UnityVersionRenderPipelineShaderInfo(string unityVersion, string renderPipeline, string shader, string shaderFolder) + { + this.unityVersion = unityVersion; + this.renderPipeline = renderPipeline; + this.versionAndRPCorrectedShader = shader; + this.shaderFolder = shaderFolder; + } + } + public static UnityVersionRenderPipelineShaderInfo getUnityVersionAndRenderPipelineCorrectedShaderString() + { + string unityVersion; + string renderPipeline; + string shaderString; + string shaderFolder; + unityVersion = Application.unityVersion; + if (GraphicsSettings.currentRenderPipeline) + { + if (GraphicsSettings.currentRenderPipeline.GetType().ToString().Contains("HighDefinition")) + { + renderPipeline = "HDRP"; + //if (unityVersion.Substring(0, 4).Equals("2019")) + //{ + // shaderString = "TheToonShader/HDRP/TheToonShader_HDRP2019"; + // shaderFolder = "TheToonShader/HDRP/..."; + //} + //else if (unityVersion.Substring(0, 4).Equals("2020")) + //{ + // shaderString = "TheToonShader/HDRP/TheToonShader_HDRP2020"; + // shaderFolder = "TheToonShader/HDRP/..."; + //} + //else if (unityVersion.Substring(0, 4).Equals("2021")) + //{ + // shaderString = "TheToonShader/HDRP/TheToonShader_HDRP2021"; + // shaderFolder = "TheToonShader/HDRP/..."; + //} + //else if (unityVersion.Substring(0, 4).Equals("2022")) + //{ + // shaderString = "TheToonShader/HDRP/TheToonShader_HDRP2022"; + // shaderFolder = "TheToonShader/HDRP/..."; + //} + //else + //{ + // shaderString = "TheToonShader/HDRP/TheToonShader_HDRP2023"; + // shaderFolder = "TheToonShader/HDRP/..."; + //} + shaderString = "unsupported"; + shaderFolder = "unsupported"; + } + else + { + renderPipeline = "URP"; + if (unityVersion.Substring(0, 4).Equals("2020")) + { + shaderString = "TheToonShader/URP/2020/TheToonShader"; + shaderFolder = "TheToonShader/URP/2020/..."; + } + else if (unityVersion.Substring(0, 4).Equals("2021")) + { + shaderString = "TheToonShader/URP/2021/TheToonShader"; + shaderFolder = "TheToonShader/URP/2021/..."; + } + else if (unityVersion.Substring(0, 4).Equals("2022")) + { + shaderString = "TheToonShader/URP/2022/TheToonShader"; + shaderFolder = "TheToonShader/URP/2022/..."; + } + else + { + + if (unityVersion.StartsWith("6000")) + { + int minor = int.Parse(unityVersion.Split('.')[1]); + + if (minor < 3) + { + shaderString = "TheToonShader/URP/Unity6/TheToonShader"; + shaderFolder = "TheToonShader/URP/Unity6/..."; + } + else + { + shaderString = "TheToonShader/URP/Unity6_3/TheToonShader"; + shaderFolder = "TheToonShader/URP/Unity6_3/..."; + } + } + else + { + shaderString = "unsupported"; + shaderFolder = "unsupported"; + } + + } + shaderString = "Dev/TheToonShaderDev_URP"; +#if __I_AM_A_THETOONSHADER_DEV_ + shaderString = "Dev/TheToonShaderDev_URP"; +#endif + } + } + else + { + renderPipeline = "Built-in RP"; + shaderString = "TheToonShader/URP/TheToonShader_BiRP"; +#if __I_AM_A_THETOONSHADER_DEV_ + shaderString = "Dev/TheToonShaderDev_BiRP"; +#endif + shaderFolder = "TheToonShader/BiRP/..."; + } + + return new UnityVersionRenderPipelineShaderInfo(unityVersion, renderPipeline, shaderString, shaderFolder); + } + + + public static List SURFACEOPTIONS_PROPERTIES_LIST = new List + { + "_Cutoff", + "_Surface", "_Blend", "_Cull", "_AlphaClip", "_ReceiveShadows", + }; + + public static Dictionary> SURFACEOPTIONSANDINPUTS_CATEGORIES = new Dictionary> + { + { "Surface Options", SURFACEOPTIONS_PROPERTIES_LIST}, {"Surface Inputs", SURFACEOPTIONS_PROPERTIES_LIST} + }; + + + + //public static readonly List ALL_PROPERTIES_LIST = SURFACEOPTIONSANDINPUTS_PROPERTIES_LIST.Concat(TOONSHADING_PROPERTIES_LIST) + // .Concat(STYLING_PROPERTIES_LIST) + // .Concat(OUTLINE_PROPERTIES_LIST).ToList(); + + + + //public static readonly Dictionary THETOONSHADER_PROPERTIES_LIST = new Dictionary { }; + + public static readonly List ALL_PROPERITES = new List + // public static string[] SURFACEOPTIONSANDINPUTS_PROPERTIES_LIST = + { + "_LightSource", + "_ShadingMode", "_LightFunction", + + "_UseAlphaOnlyFromBaseMap", + + //BiRP and URP: + "_Cull", "_AlphaClip", "_Cutoff", + "_BumpScale", "_BumpMap", "_EmissionColor", "_EmissionMap", "_SmoothnessTextureChannel", + "_Metallic", "_MetallicGlossMap", "_Parallax", "_ParallaxMap", "_OcclusionStrength", + "_OcclusionMap", "_DetailMask", "_DetailAlbedoMap", "_DetailNormalMapScale", "_DetailNormalMap", + + + + +#if USING_URP + //URP only: + "_BaseMap", "_BaseColor", + "_Surface", "_Blend", + "_ReceiveShadows", "_SpecularHighlights", "_SpecColor", "_SpecGlossMap", + "_Smoothness", "_SmoothnessSource", "_WorkflowMode", + "_EnvironmentReflections", "_DetailAlbedoMapScale", +#else + //BiRP only: + "_Color","_MainTex", + "_Glossiness","_GlossMapScale", + "_UVSec","_Mode", +#endif + + "_EnableToonShading", "_ShadingFunction", "_GradientTex", "_GradientMode", + "_GradientBlending", "_GradientBlendFactor", "_NumberOfCells", "_CellTransitionSmoothness", "_SumLightsBeforePosterization", "_ShadingUseLightColors", "_EnableShadows", + "_CoreShadowColor", "_TerminatorPosition", "_TerminatorWidth", "_TerminatorSmoothness", "_FormShadowColor", "_EnableCastShadows", + //"_CastShadowsStrength", "_CastShadowsSmoothness", + "_CastShadowColor", + "_CastShadowColorMode", + + "_ShadingAffectedByNormalMap", + //Specular + "_EnableSpecular", "_SpecularBlending", "_SpecularColor", "_SpecularSize", "_SpecularSmoothness","_SpecularOpacity", "_SpecularAffectedByNormalMap", "_SpecularUseLightColors", + //Rim + "_EnableRim", "_RimBlending", "_RimColor", "_RimSize", "_RimSmoothness", "_RimOpacity", "_RimAffectedArea", "_RimAffectedByNormalMap", + //Styling + "_EnableStyling", "_EnableStylingDistanceFade", "_StylingDFStartingDistance", "_StylingDFFalloff", "_StylingAdjustDistanceFadeValue", "_StylingDistanceFadeValue", + "_EnableAntiAliasing", + ///////////////////// + // SHADING STYLING // + ///////////////////// + "_EnableShadingStyling", "_StylingShadingSyncWithOtherStyling", + "_StylingColor", + //Style + "_ShadingStyle", + //Partitioning + "_SyncWithLightPartitioning", "_NumberOfCellsHatching", "_StylingTerminatorPosition", "_StylingOvermodelingFactor", + //Blending + "_StylingShadingBlending", "_StylingShadingIsInverted", + //DrawSpace + "_DrawSpace", "_UVSet", "_SSCameraDistanceScaled","_AnchorSSToObjectsOrigin", "_CoordinateSystem", "_PolarCenterMode", "_PolarCenter", + //Density and Direction + "_StylingShadingDensity", "_StylingShadingInitialDirection", "_StylingShadingRotationBetweenCells", "_StylingShadingHalftonesOffset", + //Style Settings + "_StylingShadingOpacity", "_StylingShadingOpacityFalloff", "_StylingShadingThicknessControl", "_StylingShadingThickness", "_StylingShadingThicknessFalloff", + "_StylingShadingHardness", "_StylingShadingHalftonesRoundness", "_StylingShadingHalftonesRoundnessFalloff", + + "_StylingShadingEnableDashes", "_StylingShadingDashesSize", "_StylingShadingDashesUseHatchingDensity", "_StylingShadingDashesDensity", + "_StylingShadingDashesType", "_StylingShadingDashesRoundness", "_StylingShadingDashesOffset", + "_StylingShadingDashesTransitionPosition","_StylingShadingDashesTransitionSoftness", + + //Randomizer + "_EnableShadingRandomizer", "_ShadingNoise1Size", "_ShadingNoise1Seed", "_ShadingNoise2Seed", + "_NoiseIntensity", "_SpacingRandomMode", "_SpacingRandomIntensity","_OpacityRandomMode", "_OpacityRandomIntensity", "_HardnessRandomMode", "_HardnessRandomIntensity", + "_LengthRandomMode", "_LengthRandomIntensity", "_ThicknessRandomMode", "_ThicknesshRandomIntensity", + + ////////////////////////// + // Cast Shadows Styling // + ////////////////////////// + "_EnableCastShadowsStyling", + "_StylingCastShadowsColor", + "_StylingCastShadowsSyncWithOtherStyling", + //Style + "_CastShadowsStyle", + //Partitioning + "_CastShadowsNumberOfCellsHatching", "_StylingCastShadowsSmoothness", + //Blending + "_StylingCastShadowsBlending", "_StylingCastShadowsIsInverted", + //DrawSpace + "_CastShadowsDrawSpace", "_CastShadowsUVSet", "_CastShadowsSSCameraDistanceScaled","_CastShadowsAnchorSSToObjectsOrigin", "_CastShadowsCoordinateSystem", "_CastShadowsPolarCenterMode", "_CastShadowsPolarCenter", + //Density and Direction + "_StylingCastShadowsDensity", "_StylingCastShadowsInitialDirection", "_StylingCastShadowsRotationBetweenCells", "_StylingCastShadowsHalftonesOffset", + //Style Settings + "_StylingCastShadowsOpacity", "_StylingCastShadowsOpacityFalloff", "_StylingCastShadowsThicknessControl", "_StylingCastShadowsThickness", "_StylingCastShadowsThicknessFalloff", + "_StylingCastShadowsHardness", "_StylingCastShadowsHalftonesRoundness", "_StylingCastShadowsHalftonesRoundnessFalloff", + + "_StylingCastShadowsEnableDashes", "_StylingCastShadowsDashesSize", "_StylingCastShadowsDashesUseHatchingDensity", "_StylingCastShadowsDashesDensity", + "_StylingCastShadowsDashesType", "_StylingCastShadowsDashesRoundness", "_StylingCastShadowsDashesOffset", + "_StylingCastShadowsDashesTransitionPosition","_StylingCastShadowsDashesTransitionSoftness", + + //Randomizer + "_EnableCastShadowsRandomizer", "_CastShadowsNoise1Size", "_CastShadowsNoise1Seed", "_CastShadowsNoise2Seed", + "_CastShadowsNoiseIntensity", "_CastShadowsSpacingRandomMode", "_CastShadowsSpacingRandomIntensity","_CastShadowsOpacityRandomMode", "_CastShadowsOpacityRandomIntensity", + "_CastShadowsHardnessRandomMode", "_CastShadowsHardnessRandomIntensity", "_CastShadowsLengthRandomMode", "_CastShadowsLengthRandomIntensity", "_CastShadowsThicknessRandomMode", "_CastShadowsThicknesshRandomIntensity", + + ////////////////////// + // Specular Styling // + ////////////////////// + "_EnableSpecularStyling", "_StylingSpecularSyncWithOtherStyling", + //Specular Settings + "_SyncWithSpecular", "_StylingSpecularSize", "_StylingSpecularSmoothness", + + "_StylingSpecularColor", "_StylingSpecularUseLightColors", + //Style + "_SpecularStyle", + //Blending + "_StylingSpecularBlending", "_StylingSpecularIsInverted", + //DrawSpace + "_SpecularDrawSpace", "_SpecularUVSet", "_SpecularSSCameraDistanceScaled", "_SpecularAnchorSSToObjectsOrigin", "_SpecularCoordinateSystem", "_SpecularPolarCenterMode", "_SpecularPolarCenter", + //Density and Direction + "_StylingSpecularDensity", "_StylingSpecularRotation", "_StylingSpecularHalftonesOffset", + //Style Settings + "_StylingSpecularOpacity", "_StylingSpecularOpacityFalloff", "_StylingSpecularThicknessControl", "_StylingSpecularThickness", "_StylingSpecularThicknessFalloff", + "_StylingSpecularHardness", "_StylingSpecularHalftonesRoundness", "_StylingSpecularHalftonesRoundnessFalloff", + + "_StylingSpecularEnableDashes", "_StylingSpecularDashesSize", "_StylingSpecularDashesUseHatchingDensity", "_StylingSpecularDashesDensity", + "_StylingSpecularDashesType", "_StylingSpecularDashesRoundness", "_StylingSpecularDashesOffset", + "_StylingSpecularDashesTransitionPosition","_StylingSpecularDashesTransitionSoftness", + + //Randomizer + "_EnableSpecularRandomizer", "_SpecularNoise1Size", "_SpecularNoise1Seed", "_SpecularNoise2Seed", + "_SpecularNoiseIntensity", "_SpecularSpacingRandomMode", "_SpecularSpacingRandomIntensity", "_SpecularOpacityRandomMode", "_SpecularOpacityRandomIntensity", + "_SpecularHardnessRandomMode", "_SpecularHardnessRandomIntensity", "_SpecularLengthRandomMode", "_SpecularLengthRandomIntensity", "_SpecularThicknessRandomMode", + "_SpecularThicknesshRandomIntensity", + + + ///////////////// + // Rim Styling // + ///////////////// + "_EnableRimStyling", "_StylingRimSyncWithOtherStyling", + //Rim Settings + "_SyncWithRim", "_StylingRimSize", "_StylingRimSmoothness", "_StylingRimAffectedArea", + + "_StylingRimColor", + //Style + "_RimStyle", + //Blending + "_StylingRimBlending", "_StylingRimIsInverted", + //DrawSpace + "_RimDrawSpace", "_RimSSCameraDistanceScaled", "_RimAnchorSSToObjectsOrigin", "_RimCoordinateSystem", "_RimPolarCenterMode", "_RimPolarCenter", + //Density and Direction + "_StylingRimDensity", "_RimUVSet", "_StylingRimRotation", "_StylingRimHalftonesOffset", + //Style Settings + "_StylingRimThicknessControl", "_StylingRimThickness", "_StylingRimThicknessFalloff", "_StylingRimOpacity", "_StylingRimOpacityFalloff", "_StylingRimHardness", + "_StylingRimHalftonesRoundness", "_StylingRimHalftonesRoundnessFalloff", + + "_StylingRimEnableDashes", "_StylingRimDashesSize", "_StylingRimDashesUseHatchingDensity", "_StylingRimDashesDensity", + "_StylingRimDashesType", "_StylingRimDashesRoundness", "_StylingRimDashesOffset", + "_StylingRimDashesTransitionPosition","_StylingRimDashesTransitionSoftness", + + //Randomizer + "_EnableRimRandomizer", "_RimNoise1Size", "_RimNoise1Seed", "_RimNoise2Seed", + "_RimNoiseIntensity", "_RimSpacingRandomMode", "_RimSpacingRandomIntensity", "_RimOpacityRandomMode", "_RimOpacityRandomIntensity", "_RimHardnessRandomMode", + "_RimHardnessRandomIntensity", "_RimLengthRandomMode", "_RimLengthRandomIntensity", "_RimThicknessRandomMode", "_RimThicknesshRandomIntensity", + + "_HatchingAffectedByNormalMap", "_HatchingCameraDistanceFade", "_HalftonePatternCameraDistanceFade", + "_EnableOutline", "_OutlineColor", "_OutlineWidth", "_OutlineDepthOffset", "_OutlineConstantScreenWidth", + //"_OutlineCameraDistanceImpact", + }; + + + static readonly Dictionary PropertyToKeywordsURP = new() + { + ["_ShadingMode"] = new[] { "_SHADING_COLOR", "_SHADING_BLINNPHONG", "_SHADING_PBR" }, + ["_BumpMap"] = new[] { "_NORMALMAP" }, + ["_EmissionMap"] = new[] { "_EMISSION" }, + ["_EmissionColor"] = new[] { "_EMISSION" }, + ["_AlphaClip"] = new[] { "_ALPHATEST_ON" }, + ["_ReceiveShadows"] = new[] { "_RECEIVE_SHADOWS_OFF" }, + ["_SpecGlossMap"] = new[] { "_SPECGLOSSMAP", "_METALLICSPECGLOSSMAP" }, + ["_MetallicGlossMap"] = new[] { "_METALLICSPECGLOSSMAP" }, + ["_SpecColor"] = new[] { "_SPECULAR_COLOR" }, + ["_SpecularHighlights"] = new[] { "_SPECGLOSSMAP", "_SPECULAR_COLOR", "_SPECULARHIGHLIGHTS_OFF" }, + ["_SmoothnessSource"] = new[] { "_GLOSSINESS_FROM_BASE_ALPHA" }, + ["_EnvironmentReflections"] = new[] { "_ENVIRONMENTREFLECTIONS_OFF" }, + ["_WorkflowMode"] = new[] { "_SPECULAR_SETUP" }, + ["_OcclusionMap"] = new[] { "_OCCLUSIONMAP" }, + ["_ParallaxMap"] = new[] { "_PARALLAXMAP" }, + ["_SmoothnessTextureChannel"] = new[] { "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A" }, + ["_DetailAlbedoMap"] = new[] { "_DETAIL_MULX2" }, + ["_DetailNormalMap"] = new[] { "_DETAIL_MULX2" }, + ["_DetailAlbedoMapScale"] = new[] { "_DETAIL_SCALED" } + }; + + static readonly Dictionary PropertyToKeywordsBiRP = new() + { + ["_ShadingMode"] = new[] { "_SHADING_COLOR", "_SHADING_BLINNPHONG", "_SHADING_PBR" }, + ["_BumpMap"] = new[] { "_NORMALMAP" }, + ["_DetailNormalMap"] = new[] { "_NORMALMAP", "_DETAIL_MULX2" }, + ["_DetailMask"] = new[] { "_DETAIL_MULX2" }, + ["_DetailAlbedoMap"] = new[] { "_DETAIL_MULX2" }, + ["_EmissionMap"] = new[] { "_EMISSION" }, + ["_EmissionColor"] = new[] { "_EMISSION" }, + ["_SmoothnessTextureChannel"] = new[] { "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A" }, + ["_MetallicGlossMap"] = new[] { "_METALLICGLOSSMAP" }, + ["_ParallaxMap"] = new[] { "_PARALLAXMAP" } + }; + + public static List GetKeywordList(List properties, Dictionary propertyToKeywordsDict) + { + HashSet keywords = new HashSet(); + + foreach (var property in properties) + { + if (!propertyToKeywordsDict.TryGetValue(property, out var mapped)) continue; + + foreach (var k in mapped) + keywords.Add(k); + } + + return keywords.ToList(); + } + + public static List GetKeywordListURP(List properties) + { + return GetKeywordList(properties, PropertyToKeywordsURP); + } + public static List GetKeywordListBiRP(List properties) + { + return GetKeywordList(properties, PropertyToKeywordsBiRP); + } + + public static List GetKeywordList(List properties) + { + List keywords = new List(); + #if USING_URP + return ShaderUtils.GetKeywordListURP(properties); + #else + return ShaderUtils.GetKeywordListBiRP(properties); + #endif + } + + public static readonly List THETOONSHADER_KEYWORDS_LIST = new List + { + "_SHADING_COLOR", + "_SHADING_BLINNPHONG", + "_SHADING_PBR", + +#if USING_URP + "_NORMALMAP", // _BumpMap + "_EMISSION", // _EmissionMap, _EmissionColor + "_ALPHATEST_ON", //_AlphaClip + + "_RECEIVE_SHADOWS_OFF", //_ReceiveShadows + + "_SPECGLOSSMAP", //_SpecGlossMap, _SpecularHighlights + "_SPECULAR_COLOR", //_SpecColor, _SpecularHighlights + + "_GLOSSINESS_FROM_BASE_ALPHA", //_SmoothnessSource + + + + "_SPECULARHIGHLIGHTS_OFF", // _SpecularHighlights + "_ENVIRONMENTREFLECTIONS_OFF", // _EnvironmentReflections + "_SPECULAR_SETUP", //_WorkflowMode + "_METALLICSPECGLOSSMAP", //_SpecGlossMap, _MetallicGlossMap + + "_OCCLUSIONMAP", // _OcclusionMap + "_PARALLAXMAP", //_ParallaxMap + "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", //_SmoothnessTextureChannel + + + "_DETAIL_MULX2", //_DetailAlbedoMap, _DetailNormalMap, + "_DETAIL_SCALED", //_DetailAlbedoMapScale + + + "_CLEARCOAT", + "_CLEARCOATMAP", + "_ALPHAPREMULTIPLY_ON", + "_ALPHAMODULATE_ON", + "_SURFACE_TYPE_TRANSPARENT", +#else + + "_NORMALMAP", // _BumpMap, _DetailNormalMap + "_DETAIL_MULX2", // _DetailNormalMap, _DetailMask, _DetailAlbedoMap + "_EMISSION", // _EmissionMap, _EmissionColor + "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", // _SmoothnessTextureChannel + "_METALLICGLOSSMAP", //_MetallicGlossMap, + "_PARALLAXMAP", // _ParallaxMap, + +#endif + }; + + + public static readonly List TOONSHADING_PROPERTIES_LIST = new List + //public static string[] TOONSHADING_PROPERTIES_LIST = + { + "_EnableToonShading", "_ShadingFunction", "_GradientTex", "_GradientMode", "_GradientBlending", + "_GradientBlendFactor", "_NumberOfCells", "_CellTransitionSmoothness", "_EnableShadows", "_CoreShadowColor", + "_TerminatorWidth", "_TerminatorSmoothness", "_FormShadowColor", "_EnableCastShadows", "_CustomizeCastShadowsColor", + "_CastShadowsStrength", "_CastShadowsSmoothness", "_CastShadowColorMode", "_CastShadowColor", "_ShadowsAffectByNormalMap", + "_EnableSpecular", "_SpecularBlending", "_SpecularColor", "_SpecularSize", "_SpecularSmoothness", + "_SpecularOpacity", "_SpecularAffectedByNormalMap", "_EnableRim", "_RimBlending", "_RimColor", + "_RimSize", "_RimSmoothness", "_RimOpacity", "_RimAffectedArea", "_RimAffectedByNormalMap" + }; + + //public static readonly List STYLING_PROPERTIES_LIST = new List + ////public static string[] STYLING_PROPERTIES_LIST = + //{ + // "_EnableStyling", "_EnableShadingStyling", "_ShadingStyle", "_StylingShadingBlending", "_DrawSpace", + // "_SSCameraDistanceScaled", "_CoordinateSystem", "_PolarCenterMode", "_PolarCenter", "_SyncWithLightPartitioning", + // "_NumberOfCellsHatching", "_StylingOvermodelingFactor", "_StylingColor", "_StylingShadingDensity", "_StylingShadingHalftonesOffset", + // "_StylingShadingThicknessControl", "_StylingShadingThickness", "_StylingShadingOpacity", "_StylingShadingOpacityFalloff", "_StylingShadingThicknessFalloff", + // "_StylingShadingHardness", "_StylingShadingInitialDirection", "_StylingShadingRotationBetweenCells", "_StylingShadingHalftonesRoundness", "_StylingShadingHalftonesRoundnessFalloff", + // "_EnableShadingRandomizer", "_PerlinNoiseSize", "_NoiseIntensity", "_SpacingRandomMode", "_SpacingRandomIntensity", + // "_OpacityRandomMode", "_OpacityRandomIntensity", "_HardnessRandomMode", "_HardnessRandomIntensity", "_LengthRandomMode", + // "_LengthRandomIntensity", "_ThicknessRandomMode", "_ThicknesshRandomIntensity", "_EnableSpecularStyling", "_SpecularStyle", + // "_StylingSpecularBlending", "_SpecularDrawSpace", "_SpecularSSCameraDistanceScaled", "_SpecularCoordinateSystem", "_SpecularPolarCenterMode", + // "_SpecularPolarCenter", "_SyncWithSpecular", "_StylingSpecularSize", "_StylingSpecularSmoothness", "_StylingSpecularColor", + // "_StylingSpecularDensity", "_StylingSpecularHalftonesOffset", "_StylingSpecularThicknessControl", "_StylingSpecularThickness", "_StylingSpecularThicknessFalloff", + // "_StylingSpecularOpacity", "_StylingSpecularOpacityFalloff", "_StylingSpecularHardness", "_StylingSpecularHalftonesRoundness", "_StylingSpecularHalftonesRoundnessFalloff", + // "_StylingSpecularRotation", "_EnableSpecularRandomizer", "_SpecularPerlinNoiseSize", "_SpecularPerlinNoiseSeed", "_SpecularWhiteNoiseSeed", + // "_SpecularNoiseIntensity", "_SpecularSpacingRandomMode", "_SpecularSpacingRandomIntensity", "_SpecularOpacityRandomMode", "_SpecularOpacityRandomIntensity", + // "_SpecularHardnessRandomMode", "_SpecularHardnessRandomIntensity", "_SpecularLengthRandomMode", "_SpecularLengthRandomIntensity", "_SpecularThicknessRandomMode", + // "_SpecularThicknesshRandomIntensity", "_EnableRimStyling", "_RimStyle", "_StylingRimBlending", "_RimDrawSpace", + // "_RimSSCameraDistanceScaled", "_RimCoordinateSystem", "_RimPolarCenterMode", "_RimPolarCenter", "_SyncWithRim", + // "_StylingRimSize", "_StylingRimSmoothness", "_StylingRimAffectedArea", "_StylingRimColor", "_StylingRimDensity", + // "_StylingRimHalftonesOffset", "_StylingRimThicknessControl", "_StylingRimThickness", "_StylingRimThicknessFalloff", "_StylingRimOpacity", + // "_StylingRimOpacityFalloff", "_StylingRimHardness", "_StylingRimHalftonesRoundness", "_StylingRimHalftonesRoundnessFalloff", "_StylingRimRotation", + // "_EnableRimRandomizer", "_RimPerlinNoiseSize", "_RimPerlinNoiseSeed", "_RimWhiteNoiseSeed", "_RimNoiseIntensity", + // "_RimSpacingRandomMode", "_RimSpacingRandomIntensity", "_RimOpacityRandomMode", "_RimOpacityRandomIntensity", "_RimHardnessRandomMode", + // "_RimHardnessRandomIntensity", "_RimLengthRandomMode", "_RimLengthRandomIntensity", "_RimThicknessRandomMode", "_RimThicknesshRandomIntensity", + // "_HatchingAffectedByNormalMap", "_NoiseMap1", "_NoiseMap2", "_HatchingCameraDistanceFade", "_HalftonePatternCameraDistanceFade" + //}; + + //public static readonly List STYLING_GENERAL_PROPERTIES = new List + //{ + // "_EnableStyling", "_EnableShadingStyling", "_ShadingStyle", "_StylingShadingBlending", "_DrawSpace", + // "_SSCameraDistanceScaled", "_CoordinateSystem", "_PolarCenterMode", "_PolarCenter", "_StylingColor", "_StylingShadingDensity", "_StylingShadingHalftonesOffset", + // "_StylingShadingThicknessControl", "_StylingShadingThickness", "_StylingShadingOpacity", "_StylingShadingOpacityFalloff", "_StylingShadingThicknessFalloff", + // "_StylingShadingHardness", "_StylingShadingInitialDirection", "_StylingShadingRotationBetweenCells", "_StylingShadingHalftonesRoundness", "_StylingShadingHalftonesRoundnessFalloff", + // "_EnableSpecularStyling", "_SpecularStyle", + // "_StylingSpecularBlending", "_SpecularDrawSpace", "_SpecularSSCameraDistanceScaled", "_SpecularCoordinateSystem", "_SpecularPolarCenterMode", + // "_SpecularPolarCenter", "_SyncWithSpecular", "_StylingSpecularSize", "_StylingSpecularSmoothness", "_StylingSpecularColor", + // "_StylingSpecularDensity", "_StylingSpecularHalftonesOffset", "_StylingSpecularThicknessControl", "_StylingSpecularThickness", "_StylingSpecularThicknessFalloff", + // "_StylingSpecularOpacity", "_StylingSpecularOpacityFalloff", "_StylingSpecularHardness", "_StylingSpecularHalftonesRoundness", "_StylingSpecularHalftonesRoundnessFalloff", + // "_StylingSpecularRotation", "_EnableSpecularRandomizer", "_SpecularPerlinNoiseSize", "_SpecularPerlinNoiseSeed", "_SpecularWhiteNoiseSeed", + // "_SpecularNoiseIntensity", "_SpecularSpacingRandomMode", "_SpecularSpacingRandomIntensity", "_SpecularOpacityRandomMode", "_SpecularOpacityRandomIntensity", + // "_SpecularHardnessRandomMode", "_SpecularHardnessRandomIntensity", "_SpecularLengthRandomMode", "_SpecularLengthRandomIntensity", "_SpecularThicknessRandomMode", + // "_SpecularThicknesshRandomIntensity", "_EnableRimStyling", "_RimStyle", "_StylingRimBlending", "_RimDrawSpace", + // "_RimSSCameraDistanceScaled", "_RimCoordinateSystem", "_RimPolarCenterMode", "_RimPolarCenter", "_SyncWithRim", + // "_StylingRimSize", "_StylingRimSmoothness", "_StylingRimAffectedArea", "_StylingRimColor", "_StylingRimDensity", + // "_StylingRimHalftonesOffset", "_StylingRimThicknessControl", "_StylingRimThickness", "_StylingRimThicknessFalloff", "_StylingRimOpacity", + // "_StylingRimOpacityFalloff", "_StylingRimHardness", "_StylingRimHalftonesRoundness", "_StylingRimHalftonesRoundnessFalloff", "_StylingRimRotation", + // "_EnableRimRandomizer", "_RimPerlinNoiseSize", "_RimPerlinNoiseSeed", "_RimWhiteNoiseSeed", "_RimNoiseIntensity", + // "_RimSpacingRandomMode", "_RimSpacingRandomIntensity", "_RimOpacityRandomMode", "_RimOpacityRandomIntensity", "_RimHardnessRandomMode", + // "_RimHardnessRandomIntensity", "_RimLengthRandomMode", "_RimLengthRandomIntensity", "_RimThicknessRandomMode", "_RimThicknesshRandomIntensity", + // "_HatchingAffectedByNormalMap", "_HatchingCameraDistanceFade", "_HalftonePatternCameraDistanceFade" + //}; + + public static readonly List STYLING_SHADING_PARTITIONING_PROPERTIES = new List + { + "_SyncWithLightPartitioning","_NumberOfCellsHatching", "_StylingOvermodelingFactor", + }; + + public static readonly List STYLING_SHADING_RANDOMIZER_PROPERTIES = new List + { + "_EnableShadingRandomizer", "_PerlinNoiseSize", "_NoiseIntensity", "_SpacingRandomMode", "_SpacingRandomIntensity", + "_OpacityRandomMode", "_OpacityRandomIntensity", "_HardnessRandomMode", "_HardnessRandomIntensity", "_LengthRandomMode", + "_LengthRandomIntensity", "_ThicknessRandomMode", "_ThicknesshRandomIntensity", + }; + + + public static readonly List OUTLINE_PROPERTIES_LIST = new List + //public static string[] OUTLINE_PROPERTIES_LIST = + { + "_EnableOutline", "_OutlineColor", "_OutlineWidth", "_OutlineDepthOffset", "_OutlineCameraDistanceImpact" + }; + + + public static List test = new List { }; + + //public static List ALL_STYLING_PROPERTIES() + //{ + // return STYLING_GENERAL_PROPERTIES.Concat(STYLING_SHADING_PARTITIONING_PROPERTIES).Concat(STYLING_SHADING_RANDOMIZER_PROPERTIES).ToList(); + //} + + + //public static List ALL_PROPERTIES() + //{ + // return SURFACEOPTIONSANDINPUTS_PROPERTIES_LIST.Concat(TOONSHADING_PROPERTIES_LIST).Concat(ALL_STYLING_PROPERTIES()).Concat(OUTLINE_PROPERTIES_LIST).ToList(); + //} + + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs.meta new file mode 100644 index 000000000..13b4cc26e --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: ead06657dddf7034cabeabf149593a4c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/ShaderUtils.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs new file mode 100644 index 000000000..56c83ae52 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace ShaderCrew.TheToonShader +{ + public static class Strings + { + public static readonly string THE_TOON_SHADER_TITLE = "The Toon Shader"; // + stsVersion; + public static readonly string SHADER_CREW_TITLE = "ShaderCrew presents"; // + stsVersion; + + // ComponentMenu TITLES: + public const string COMPONENTMENU_FOLDER = "The Toon Shader/"; //FOLDER + public const string COMPONENTMENU_RPHELPER = COMPONENTMENU_FOLDER + "TTS-RP-Helper"; + public const string COMPONENTMENU_REPLACEORSYNCHRONIZE = COMPONENTMENU_FOLDER + "TTS-Replace Or Synchronize Toon Settings"; + public const string COMPONENTMENU_TOON2DLIGHTMANAGER = COMPONENTMENU_FOLDER + "TTS-Toon 2D Light Manager"; + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs.meta new file mode 100644 index 000000000..1fce9e61c --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2bde833add707bd49b42a9087e196056 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/Strings.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs new file mode 100644 index 000000000..858b27e8b --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs @@ -0,0 +1,135 @@ + + +namespace ShaderCrew.TheToonShader +{ + public static class TheToonShaderConstants + { + public const string THETOONSHADER_VERSION_3D = "1.4.2"; + public const string THETOONSHADER_VERSION_2D = "1.0.0"; + + + public const string THETOONSHADER_IDENTIFIER_PROPERTY = "_TheToonShaderIdentifier"; + public const string THETOONSHADER2D_IDENTIFIER_PROPERTY = "_TheToonShader2DIdentifier"; //temp + public static readonly string THETOONSHADER_INSTANCE_PREFIX = "TTS - Instance"; + + public static readonly string TTS_SHADER_DEFAULT_KEY = "default"; + + public static readonly string TTS_URP2D_SHADER_STANDARD_KEY = "TTS_URP2D"; + + + public static readonly string TTS_SHADER_STANDARD_WITH_OUTLINE_KEY = "TTS_StandardWithOutline"; + public static readonly string TTS_SHADER_STANDARD_KEY = "TTS_Standard"; + + public static readonly string TTS_SHADER_STS_WITH_OUTLINE_KEY = "TTS_STSWithOutline"; + public static readonly string TTS_SHADER_STS_KEY = "TTS_STS"; + + public static readonly string TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX = "_WithOutline"; + + public static readonly string TTS_SHADER_NAME_WITH_STS_SUFFIX = "_WithSTS"; + + public static readonly string TTS_SHADER_NAME_FOLDER = "TheToonShader"; + public static readonly string TTS_SHADER_NAME = "/TheToonShader"; + + + public static readonly string TTS_SHADER_FILENAME_2D_SHADERGRAPH = TTS_SHADER_NAME_FOLDER + "/URP2D" + "/TheToonShader_URP2D" ; + + + /// BiRP /// + public static readonly string TTS_SHADER_NAME_BIRP_FOLDER = TTS_SHADER_NAME_FOLDER + "/BiRP"; + public static readonly string TTS_SHADER_NAME_BIRP = TTS_SHADER_NAME_BIRP_FOLDER + "/TheToonShader"; + public static readonly string TTS_SHADER_NAME_BIRP_WITH_OUTLINE = TTS_SHADER_NAME_BIRP + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + public static readonly string TTS_SHADER_NAME_BIRP_WITH_STS = TTS_SHADER_NAME_BIRP + TTS_SHADER_NAME_WITH_STS_SUFFIX; + public static readonly string TTS_SHADER_NAME_BIRP_WITH_OUTLINE_AND_STS = TTS_SHADER_NAME_BIRP_WITH_OUTLINE + TTS_SHADER_NAME_WITH_STS_SUFFIX; + + /// URP /// + public static readonly string TTS_SHADER_NAME_URP_FOLDER = TTS_SHADER_NAME_FOLDER + "/URP"; + + /// URP 2020/// + public static readonly string TTS_SHADER_NAME_URP_2020 = TTS_SHADER_NAME_URP_FOLDER + "/2020" + TTS_SHADER_NAME; + public static readonly string TTS_SHADER_NAME_URP_2020_WITH_OUTLINE = TTS_SHADER_NAME_URP_2020 + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + public static readonly string TTS_SHADER_NAME_URP_2020_WITH_STS = TTS_SHADER_NAME_URP_2020 + TTS_SHADER_NAME_WITH_STS_SUFFIX; + public static readonly string TTS_SHADER_NAME_URP_2020_WITH_OUTLINE_AND_STS = TTS_SHADER_NAME_URP_2020_WITH_OUTLINE + TTS_SHADER_NAME_WITH_STS_SUFFIX; + + + /// URP 2021/// + public static readonly string TTS_SHADER_NAME_URP_2021 = TTS_SHADER_NAME_URP_FOLDER + "/2021" + TTS_SHADER_NAME; + public static readonly string TTS_SHADER_NAME_URP_2021_WITH_OUTLINE = TTS_SHADER_NAME_URP_2021 + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + public static readonly string TTS_SHADER_NAME_URP_2021_WITH_STS = TTS_SHADER_NAME_URP_2021 + TTS_SHADER_NAME_WITH_STS_SUFFIX; + public static readonly string TTS_SHADER_NAME_URP_2021_WITH_OUTLINE_AND_STS = TTS_SHADER_NAME_URP_2021_WITH_OUTLINE + TTS_SHADER_NAME_WITH_STS_SUFFIX; + + + /// URP 2022/// + public static readonly string TTS_SHADER_NAME_URP_2022 = TTS_SHADER_NAME_URP_FOLDER + "/2022" + TTS_SHADER_NAME; + public static readonly string TTS_SHADER_NAME_URP_2022_WITH_OUTLINE = TTS_SHADER_NAME_URP_2022 + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + public static readonly string TTS_SHADER_NAME_URP_2022_WITH_STS = TTS_SHADER_NAME_URP_2022 + TTS_SHADER_NAME_WITH_STS_SUFFIX; + public static readonly string TTS_SHADER_NAME_URP_2022_WITH_OUTLINE_AND_STS = TTS_SHADER_NAME_URP_2022_WITH_OUTLINE + TTS_SHADER_NAME_WITH_STS_SUFFIX; + + + /// URP 6/// + public static readonly string TTS_SHADER_NAME_URP_UNITY6 = TTS_SHADER_NAME_URP_FOLDER + "/Unity6" + TTS_SHADER_NAME; + public static readonly string TTS_SHADER_NAME_URP_UNITY6_WITH_OUTLINE = TTS_SHADER_NAME_URP_UNITY6 + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + public static readonly string TTS_SHADER_NAME_URP_UNITY6_WITH_STS = TTS_SHADER_NAME_URP_UNITY6 + TTS_SHADER_NAME_WITH_STS_SUFFIX; + public static readonly string TTS_SHADER_NAME_URP_UNITY6_WITH_OUTLINE_AND_STS = TTS_SHADER_NAME_URP_UNITY6_WITH_OUTLINE + TTS_SHADER_NAME_WITH_STS_SUFFIX; + + + /// URP 6.3/// + public static readonly string TTS_SHADER_NAME_URP_UNITY6_3 = TTS_SHADER_NAME_URP_FOLDER + "/Unity6_3" + TTS_SHADER_NAME; + public static readonly string TTS_SHADER_NAME_URP_UNITY6_3_WITH_OUTLINE = TTS_SHADER_NAME_URP_UNITY6_3 + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + public static readonly string TTS_SHADER_NAME_URP_UNITY6_3_WITH_STS = TTS_SHADER_NAME_URP_UNITY6_3 + TTS_SHADER_NAME_WITH_STS_SUFFIX; + public static readonly string TTS_SHADER_NAME_URP_UNITY6_3_WITH_OUTLINE_AND_STS = TTS_SHADER_NAME_URP_UNITY6_3_WITH_OUTLINE + TTS_SHADER_NAME_WITH_STS_SUFFIX; + + + + /// BiRP /// + public static readonly string TTS_SHADER_FILENAME_BIRP = "/BiRP" + "/TheToonShader" + "_BiRP"; + public static readonly string TTS_SHADER_FILENAME_BIRP_WITH_OUTLINE = "/BiRP" + "/TheToonShader" + "_WithOutline" + "_BiRP"; + + public static readonly string TTS_SHADER_FILENAME_BIRP_WITH_STS = "/BiRP" + "/TheToonShader" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_BiRP"; + public static readonly string TTS_SHADER_FILENAME_BIRP_WITH_OUTLINE_AND_STS = "/BiRP" + "/TheToonShader" + "_WithOutline" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_BiRP"; + + /// URP 2020/// + public static readonly string TTS_SHADER_FILENAME_URP_2020 = "/URP" + "/2020" + "/TheToonShader" + "_URP2020"; + public static readonly string TTS_SHADER_FILENAME_URP_2020_WITH_OUTLINE = "/URP" + "/2020" + "/TheToonShader" + "_WithOutline" + "_URP2020"; + + public static readonly string TTS_SHADER_FILENAME_URP_2020_WITH_STS = "/URP" + "/2020" + "/TheToonShader" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URP2020"; + public static readonly string TTS_SHADER_FILENAME_URP_2020_WITH_OUTLINE_AND_STS = "/URP" + "/2020" + "/TheToonShader" + "_WithOutline" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URP2020"; + + /// URP 2021/// + public static readonly string TTS_SHADER_FILENAME_URP_2021 = "/URP" + "/2021" + "/TheToonShader" + "_URP2021"; + public static readonly string TTS_SHADER_FILENAME_URP_2021_WITH_OUTLINE = "/URP" + "/2021" + "/TheToonShader" + "_WithOutline" + "_URP2021"; + + public static readonly string TTS_SHADER_FILENAME_URP_2021_WITH_STS = "/URP" + "/2021" + "/TheToonShader" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URP2021"; + public static readonly string TTS_SHADER_FILENAME_URP_2021_WITH_OUTLINE_AND_STS = "/URP" + "/2021" + "/TheToonShader" + "_WithOutline" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URP2021"; + + /// URP 2022/// + public static readonly string TTS_SHADER_FILENAME_URP_2022 = "/URP" + "/2022" + "/TheToonShader" + "_URP2022"; + public static readonly string TTS_SHADER_FILENAME_URP_2022_WITH_OUTLINE = "/URP" + "/2022" + "/TheToonShader" + "_WithOutline" + "_URP2022"; + + public static readonly string TTS_SHADER_FILENAME_URP_2022_WITH_STS = "/URP" + "/2022" + "/TheToonShader" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URP2022"; + public static readonly string TTS_SHADER_FILENAME_URP_2022_WITH_OUTLINE_AND_STS = "/URP" + "/2022" + "/TheToonShader" + "_WithOutline" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URP2022"; + + /// URP 6/// + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6 = "/URP" + "/Unity6" + "/TheToonShader" + "_URPUnity6"; + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_WITH_OUTLINE = "/URP" + "/Unity6" + "/TheToonShader" + "_WithOutline" + "_URPUnity6"; + + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_WITH_STS = "/URP" + "/Unity6" + "/TheToonShader" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URPUnity6"; + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_WITH_OUTLINE_AND_STS = "/URP" + "/Unity6" + "/TheToonShader" + "_WithOutline" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URPUnity6"; + + /// URP 6.3/// + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_3 = "/URP" + "/Unity6_3" + "/TheToonShader" + "_URPUnity6_3"; + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_3_WITH_OUTLINE = "/URP" + "/Unity6_3" + "/TheToonShader" + "_WithOutline" + "_URPUnity6_3"; + + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_3_WITH_STS = "/URP" + "/Unity6_3" + "/TheToonShader" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URPUnity6_3"; + public static readonly string TTS_SHADER_FILENAME_URP_UNITY6_3_WITH_OUTLINE_AND_STS = "/URP" + "/Unity6_3" + "/TheToonShader" + "_WithOutline" + TTS_SHADER_NAME_WITH_STS_SUFFIX + "_URPUnity6_3"; + + //public static readonly string TTS_SHADER_NAME_URP = TTS_SHADER_NAME_URP_FOLDER + "/TheToonShader"; + //public static readonly string TTS_SHADER_NAME_URP_WITH_OUTLINE = TTS_SHADER_NAME_URP + TTS_SHADER_NAME_WITH_OUTLINE_SUFFIX; + + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs.meta new file mode 100644 index 000000000..7a64d8acf --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 49409b8a1fc748246bb65a237bc345db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Common/TheToonShaderConstants.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo.meta new file mode 100644 index 000000000..0416e4108 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a13855122c81c764f90736643a2e06fe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs new file mode 100644 index 000000000..036172051 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs @@ -0,0 +1,217 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.UI; +using static ShaderCrew.TheToonShader.ShaderUtils; + +namespace ShaderCrew.TheToonShader +{ + public class CameraChildFocus : MonoBehaviour + { + public Camera targetCamera; + public float distanceFromChild = 5.0f; + public float yOffset = 0.0f; + + public float transitionSpeed = 2.0f; + public GameObject currentMaterialText; + + public GameObject originalTemple; + private bool isInitial = true; + + private Transform[] headerTransforms; + private Transform[] materialTransforms; + private string currentKey = ""; + private int currentKeyIndex = 0; + private int currentMaterialIndex = 0; + + private Vector3 targetPosition; + private Quaternion targetRotation; + + Dictionary> headersToMaterials; + + RenderPipelineOptions rp; + void Start() + { + rp = ShaderUtils.getCurrentRenderPipeline(); + + int childCount = transform.childCount; + headerTransforms = new Transform[childCount]; + + headersToMaterials = new Dictionary>(); + for (int i = 0; i < childCount; i++) + { + Transform header = transform.GetChild(i); + headerTransforms[i] = header; + string nameKey = header.name; + headersToMaterials[nameKey] = new List(); + + int materialCount = header.childCount; + for (int j = 0; j < materialCount; j++) + { + headersToMaterials[nameKey].Add(header.GetChild(j)); + + } + } + currentKey = headersToMaterials.Keys.First(); + + if(rp == RenderPipelineOptions.URP2D) + { + targetPosition = originalTemple.transform.position + -1 * originalTemple.transform.forward * distanceFromChild; + } else + { + targetPosition = originalTemple.transform.position + originalTemple.transform.forward * distanceFromChild; + } + targetPosition.y += yOffset; + targetRotation = Quaternion.LookRotation(originalTemple.transform.position - targetPosition + new Vector3(0, yOffset / 2, 0)); + + + //// Set initial camera target if there are children + //if (headersToMaterials[currentKey].Count > 0 && targetCamera != null) + //{ + // FocusOnChild(currentMaterialIndex); + //} + } + + void Update() + { + string test; + if (!isInitial) + { + test = "" + currentKey + "\r\n" + headersToMaterials[currentKey][currentMaterialIndex].name + ""; + } + else + { + if(rp != RenderPipelineOptions.URP2D) + { + test = "" + "Unity Lit" + ""; + } + else + { + test = "" + "Unity Sprite Lit Default" + ""; + } + + } + currentMaterialText.GetComponent().text = test; + + //if (Input.GetKeyDown(KeyCode.D)) + if (SystemIndependentInput.GetKeyDown(KeyCode.D)) + { + MoveToNextChild(); + isInitial = false; + } + //else if (Input.GetKeyDown(KeyCode.A)) + else if(SystemIndependentInput.GetKeyDown(KeyCode.A)) + { + if (currentMaterialIndex != 0) + { + if (!isInitial) + MoveToPreviousChild(); + } + else + { + + if (rp == RenderPipelineOptions.URP2D) + { + targetPosition = originalTemple.transform.position + -1 * originalTemple.transform.forward * distanceFromChild; + } + else + { + targetPosition = originalTemple.transform.position + originalTemple.transform.forward * distanceFromChild; + } + + targetPosition.y += yOffset; + + if (rp != RenderPipelineOptions.URP2D) + { + targetRotation = Quaternion.LookRotation(originalTemple.transform.position - targetPosition + new Vector3(0, yOffset / 2, 0)); + } + isInitial = true; + } + + } + //else if (Input.GetKeyDown(KeyCode.W)) + else if (SystemIndependentInput.GetKeyDown(KeyCode.W)) + { + MoveToNextHeader(); + } + //else if (Input.GetKeyDown(KeyCode.S)) + else if (SystemIndependentInput.GetKeyDown(KeyCode.S)) + { + MoveToPreviousHeader(); + } + + targetCamera.transform.position = Vector3.Lerp(targetCamera.transform.position, targetPosition, Time.deltaTime * transitionSpeed); + + if (rp != RenderPipelineOptions.URP2D) + { + targetCamera.transform.rotation = Quaternion.Lerp(targetCamera.transform.rotation, targetRotation, Time.deltaTime * transitionSpeed); + } + + } + + private void MoveToNextChild() + { + if (headersToMaterials[currentKey].Count == 0) return; + if (!isInitial) + { + currentMaterialIndex = (currentMaterialIndex + 1) % headersToMaterials[currentKey].Count; + + } + else + { + currentMaterialIndex = 0; + + } + FocusOnChild(currentMaterialIndex); + } + + private void MoveToPreviousChild() + { + if (headersToMaterials[currentKey].Count == 0) return; + currentMaterialIndex = (currentMaterialIndex - 1 + headersToMaterials[currentKey].Count) % headersToMaterials[currentKey].Count; + FocusOnChild(currentMaterialIndex); + } + + private void MoveToNextHeader() + { + if (headerTransforms.Length == 0) return; + currentKeyIndex = (currentKeyIndex + 1) % headerTransforms.Length; + currentKey = headerTransforms[currentKeyIndex].name; + currentMaterialIndex = 0; + FocusOnChild(0); + } + private void MoveToPreviousHeader() + { + if (headersToMaterials[currentKey].Count == 0) return; + currentKeyIndex = (currentKeyIndex - 1 + headerTransforms.Length) % headerTransforms.Length; + currentKey = headerTransforms[currentKeyIndex].name; + currentMaterialIndex = 0; + FocusOnChild(0); + } + private void FocusOnChild(int index) + { + if (targetCamera == null || index < 0 || index >= headersToMaterials[currentKey].Count) return; + Transform targetChild = headersToMaterials[currentKey][index]; + //Debug.Log(targetChild.name); + + + if (rp == RenderPipelineOptions.URP2D) + { + targetPosition = targetChild.position + -1 * targetChild.forward * distanceFromChild; + } + else + { + targetPosition = targetChild.position + targetChild.forward * distanceFromChild; + } + + targetPosition.y += yOffset; + if (rp != RenderPipelineOptions.URP2D) + { + targetRotation = Quaternion.LookRotation(targetChild.position - targetPosition + new Vector3(0, yOffset / 2, 0)); + } + + + + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs.meta new file mode 100644 index 000000000..f886d77f1 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 0c304ba79dc2c704d807a85f6827fda0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/CameraChildFocus.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs new file mode 100644 index 000000000..cbd26fe36 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using static ShaderCrew.TheToonShader.ShaderUtils; +namespace ShaderCrew.TheToonShader +{ + [ExecuteInEditMode] + public class ChangeLightIntensityRP : MonoBehaviour + { + // Start is called before the first frame update + + private Light light; + private float originalIntensity; + public float intensityBiRP = 1f; + public float intensityURP = 60f; + + + + protected RenderPipelineOptions rp = RenderPipelineOptions.NONE; + void Start() + { + light = GetComponent(); + if (light != null) + { + if (rp == RenderPipelineOptions.NONE) + { + rp = getCurrentRenderPipeline(); + } + if (rp == RenderPipelineOptions.URP) + { + light.intensity = intensityURP; + } + else + { + light.intensity = intensityBiRP; + } + } + + } + + // Update is called once per frame + void Update() + { + + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs.meta new file mode 100644 index 000000000..c9c2dc827 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 600bb0163f5f2f144a1edfa9dca81290 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs new file mode 100644 index 000000000..71cb816dd --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs @@ -0,0 +1,25 @@ +#if USING_URP +using UnityEngine; +using UnityEngine.Rendering.Universal; +namespace ShaderCrew.TheToonShader +{ + public class Light2DOscillator : MonoBehaviour + { + public float moveDistance = 3f; + public float moveSpeed = 2f; + + private Vector3 startPos; + + void Start() + { + startPos = transform.position; + } + + void Update() + { + float offset = Mathf.Sin(Time.time * moveSpeed) * moveDistance; + transform.position = new Vector3(startPos.x + offset, startPos.y, startPos.z); + } + } +} +#endif \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs.meta new file mode 100644 index 000000000..204a902e9 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3060582221477124c834179a062d0bc5 +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/Light2DOscillator.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs new file mode 100644 index 000000000..bd590f02d --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs @@ -0,0 +1,63 @@ + + + + using System.Collections; +using UnityEngine; +namespace ShaderCrew.TheToonShader +{ + public class LightRotation : MonoBehaviour + { + public float startAngle = -30f; + public float endAngle = 30f; + + public float rotationSpeed = 1f; + + public int pauseDuration = 500; + + public int rotationAxis = 1; + + private float t = 0f; + private bool reversing = false; + private bool isPaused = false; + + void Update() + { + if (isPaused) return; + + t += (reversing ? -1 : 1) * rotationSpeed * Time.deltaTime; + + if (t >= 1f) + { + t = 1f; + reversing = true; + StartCoroutine(PauseAtMaxPoint()); + } + else if (t <= 0f) + { + t = 0f; + reversing = false; + StartCoroutine(PauseAtMaxPoint()); + } + + float easedT = Mathf.SmoothStep(0f, 1f, t); + float angle = Mathf.Lerp(startAngle, endAngle, easedT); + + Vector3 rotation = transform.eulerAngles; + if (rotationAxis == 0) + rotation.x = angle; + else if (rotationAxis == 1) + rotation.y = angle; + else if (rotationAxis == 2) + rotation.z = angle; + + transform.eulerAngles = rotation; + } + + private IEnumerator PauseAtMaxPoint() + { + isPaused = true; + yield return new WaitForSeconds(pauseDuration / 1000f); + isPaused = false; + } + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs.meta new file mode 100644 index 000000000..0f6f14d76 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 7af7bbc77e05cf749813ecc2f2d47e83 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/LightRotation.cs + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs new file mode 100644 index 000000000..303ecd9ed --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +#if ENABLE_INPUT_SYSTEM + using UnityEngine.InputSystem; +#endif +namespace ShaderCrew.TheToonShader +{ + public static class SystemIndependentInput + { + public static bool GetKeyDown(KeyCode key) + { +#if ENABLE_INPUT_SYSTEM + Keyboard kb = Keyboard.current; + if (kb == null) return false; + + + Key newKey; + if (TryConvertKeyCode(key, out newKey)) + return kb[newKey].wasPressedThisFrame; + + return false; +#elif ENABLE_LEGACY_INPUT_MANAGER + return Input.GetKeyDown(key); +#else + return false; +#endif + } + +#if ENABLE_INPUT_SYSTEM + private static bool TryConvertKeyCode(KeyCode oldKey, out Key newKey) + { + switch (oldKey) + { + case KeyCode.D: newKey = Key.D; return true; + case KeyCode.A: newKey = Key.A; return true; + case KeyCode.W: newKey = Key.W; return true; + case KeyCode.S: newKey = Key.S; return true; + + case KeyCode.Space: newKey = Key.Space; return true; + case KeyCode.Escape: newKey = Key.Escape; return true; + case KeyCode.UpArrow: newKey = Key.UpArrow; return true; + case KeyCode.DownArrow: newKey = Key.DownArrow; return true; + case KeyCode.LeftArrow: newKey = Key.LeftArrow; return true; + case KeyCode.RightArrow: newKey = Key.RightArrow; return true; + default: + newKey = Key.None; + return false; + } + } +#endif + } +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs.meta new file mode 100644 index 000000000..ef334a4b2 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 99f5465f5ff6af040b99b7ba1c623641 +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/SystemIndependentInput.cs + uploadId: 919972 diff --git 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"com.unity.render-pipelines.high-definition", + "expression": "", + "define": "USING_HDRP" + }, + { + "name": "com.unity.2d.sprite", + "expression": "", + "define": "USING_URP2D" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/ShaderCrew.TheToonShader.Core.Runtime.asmdef.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/ShaderCrew.TheToonShader.Core.Runtime.asmdef.meta new file mode 100644 index 000000000..51c21d206 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/ShaderCrew.TheToonShader.Core.Runtime.asmdef.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 83e2004185752be4684414733d22e0e7 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/ShaderCrew.TheToonShader.Core.Runtime.asmdef + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders.meta new file mode 100644 index 000000000..3cec493b1 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 23f42da80a73b7d4b9b8bedbd6185bca +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies.meta new file mode 100644 index 000000000..2cce85bdc --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5db137202e9b34e498e85d95c01537ea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl new file mode 100644 index 000000000..a0cd49d77 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl @@ -0,0 +1,115 @@ +#ifndef THETOONSHADER_LIGHTING_FUNCTION +#define THETOONSHADER_LIGHTING_FUNCTION + + +struct ToonShadingData +{ + half enableToonShading; + float3 normalWS; + float3 normalWSNoMap; + float cellTransitionSmoothness; + half numberOfCells; + float specularEdgeSmoothness; + half shadingAffectByNormalMap; + half specularAffectedByNormalMap; + +}; +float Posterize(float llllllllllllll0, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1) + { + float ll0 = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; + half lll0 = ceil(llllllllllllll0 * toonShadingData.numberOfCells); + half llll0 = lll0 / toonShadingData.numberOfCells; + half lllll0 = max(0, lll0 - 1) / toonShadingData.numberOfCells; + half llllll0 = max(llll0 * smoothstep(lllll0, lllll0 + ll0, llllllllllllll0), lllll0); + return lerp(llllll0, llllllllllllll0, toonShadingData.cellTransitionSmoothness); + } + else + { + return llllllllllllll0; + } +} +float3 Posterize(float3 llllllllllllll0, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1) + { + half ll0 = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; + half3 lll0 = ceil(llllllllllllll0 * toonShadingData.numberOfCells); + half3 llll0 = lll0 / toonShadingData.numberOfCells; + half3 lllll0 = max(0, lll0 - 1.0) / toonShadingData.numberOfCells; + half3 llllll0 = max(llll0 * smoothstep(lllll0, lllll0 + ll0, llllllllllllll0), lllll0); + return lerp(llllll0, llllllllllllll0, toonShadingData.cellTransitionSmoothness); + } + else + { + return llllllllllllll0; + } +} +float3 PosterizeMulti( +float3 llllllllllllll0, ToonShadingData toonShadingData, float lllllllllllllll0 +) +{ + if (toonShadingData.enableToonShading == 1) + { + half ll0 = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; + half3 lllllllllllllllll0 = llllllllllllll0 * toonShadingData.numberOfCells; + half3 lll0 = 0; + if (lllllllllllllll0 == 0) + { + lll0 = ceil(lllllllllllllllll0); + } + else + { + lll0 = floor(lllllllllllllllll0); + } + half3 llll0 = lll0 / toonShadingData.numberOfCells; + half3 lllll0 = max(0, lll0 - 1.0) / toonShadingData.numberOfCells; + half3 llllll0 = max(llll0 * smoothstep(lllll0, lllll0 + ll0, llllllllllllll0), lllll0); + return lerp(llllll0, llllllllllllll0, toonShadingData.cellTransitionSmoothness); + } + else + { + return llllllllllllll0; + } +} +float CalculateCellShadingPartitioning(half3 direction, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1) + { + half3 lllllllllllllllllllllll0; + if (toonShadingData.shadingAffectByNormalMap == 0) + { + lllllllllllllllllllllll0 = toonShadingData.normalWSNoMap; + } + else + { + lllllllllllllllllllllll0 = toonShadingData.normalWS; + } + float llllllllllllllllllllllll0 = saturate(dot(lllllllllllllllllllllll0, direction)); + return Posterize(llllllllllllllllllllllll0, toonShadingData); + } + else + { + return saturate(dot(toonShadingData.normalWS, direction)); + } +} +half3 PosterizeShifted(half3 llllllllllllll0, ToonShadingData toonShadingData) +{ + if (toonShadingData.enableToonShading == 1) + { + half3 llllllllllllllllllllllllll0 = llllllllllllll0; + float ll0 = (1.0 / toonShadingData.numberOfCells) * toonShadingData.cellTransitionSmoothness; + float llllllllllllllllllllllllllll0 = (1 / (toonShadingData.numberOfCells + 1)) + ll0 * ((0.25 / toonShadingData.numberOfCells) - (1 / (toonShadingData.numberOfCells + 1))); + float lllllllllllllllllllllllllllll0 = 1 + (1 / toonShadingData.numberOfCells); + llllllllllllll0 = (llllllllllllll0 - llllllllllllllllllllllllllll0) * lllllllllllllllllllllllllllll0; + half3 llll0 = ceil(llllllllllllll0 * toonShadingData.numberOfCells) / toonShadingData.numberOfCells; + half3 lllll0 = max(0, ceil(llllllllllllll0 * toonShadingData.numberOfCells) - 1) / toonShadingData.numberOfCells; + llllllllllllll0 = max(llll0 * smoothstep(lllll0, lllll0 + ll0, llllllllllllll0), lllll0); + llllllllllllll0 = lerp(llllllllllllll0, llllllllllllllllllllllllll0, toonShadingData.cellTransitionSmoothness); + } + return llllllllllllll0; +} + + +#endif diff --git a/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl.meta b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl.meta new file mode 100644 index 000000000..f7102e12e --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: a28f842ad01a9a64cbad78e9c7b35ca7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/Scripts/Shaders/xxSharedTTSDependecies/TheToonShaderLightingFunctions.hlsl + uploadId: 919972 diff --git a/Packages/com.shadercrew.the-toon-shader.core/package.json b/Packages/com.shadercrew.the-toon-shader.core/package.json new file mode 100644 index 000000000..b1f8988ff --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/package.json @@ -0,0 +1,20 @@ +{ + "name": "com.shadercrew.the-toon-shader.core", + "displayName": "The Toon Shader-Core", + "version": "1.4.2", + "author": { + "name": "ShaderCrew", + "url": "https://www.shadercrew.com/", + "email": "support@shadercrew.com" + }, + "unity": "2020.1", + "keywords": [ + "Toon Shader", + "toon", + "cartoon", + "Shader" + ], + "type": "tool", + "hideInEditor": false, + "description": "Core functionality and shared utilities for all 2D and 3D The Toon Shader.\nIncludes base scripts, common resources, and foundational systems used by both 2D and 3D Toon Shader packages.\n\nNote: This package is a dependency for The Toon Shader-2D and The Toon Shader-3D. It is not intended for direct use in projects." +} \ No newline at end of file diff --git a/Packages/com.shadercrew.the-toon-shader.core/package.json.meta b/Packages/com.shadercrew.the-toon-shader.core/package.json.meta new file mode 100644 index 000000000..034affc47 --- /dev/null +++ b/Packages/com.shadercrew.the-toon-shader.core/package.json.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: dd333689899a8144bb558ed191e61229 +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 269238 + packageName: The Toon Shader + packageVersion: 1.4.2 + assetPath: Packages/com.shadercrew.the-toon-shader.core/package.json + uploadId: 919972 diff --git a/Packages/manifest.json b/Packages/manifest.json index 912e95faf..4dc0662ee 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -18,6 +18,7 @@ "com.unity.probuilder": "6.0.9", "com.unity.render-pipelines.universal": "17.4.0", "com.unity.services.multiplayer": "2.1.3", + "com.unity.shadergraph": "17.4.0", "com.unity.test-framework": "1.6.0", "com.unity.timeline": "1.8.12", "com.unity.ugui": "2.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 9c89cca87..bf2768532 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -18,6 +18,20 @@ "com.unity.entities.graphics": "1.4.16" } }, + "com.shadercrew.the-toon-shader.3d": { + "version": "file:com.shadercrew.the-toon-shader.3d", + "depth": 0, + "source": "embedded", + "dependencies": { + "com.shadercrew.the-toon-shader.core": "1.4.2" + } + }, + "com.shadercrew.the-toon-shader.core": { + "version": "file:com.shadercrew.the-toon-shader.core", + "depth": 0, + "source": "embedded", + "dependencies": {} + }, "com.unity.ai.navigation": { "version": "2.0.12", "depth": 0, @@ -283,7 +297,7 @@ }, "com.unity.searcher": { "version": "4.9.4", - "depth": 2, + "depth": 1, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" @@ -388,7 +402,7 @@ }, "com.unity.shadergraph": { "version": "17.4.0", - "depth": 1, + "depth": 0, "source": "builtin", "dependencies": { "com.unity.render-pipelines.core": "17.4.0",