Shader "G2_Shaders/SceneFar" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [ASEEnd][ASEBegin]_Texture("Texture", 2D) = "white" {} [ASEEnd]_Float0("brightness", Range( -1 , 1)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Cull Back AlphaToMask Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles #pragma only_renderers d3d11 glcore gles3 metal vulkan #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend Off ZWrite On ZTest Less Offset 0,0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 110000 #pragma vertex vert #pragma fragment frag #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/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "../../BadDog/Base/Includes/BadDog_Fog.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float2 fogAtten : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) half4 _Texture_ST; half _Float0; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Texture; VertexOutput VertexFunction ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_texcoord3.xy = v.ase_texcoord.xy; o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.clipPos = positionCS; o.fogAtten = ComputeFogAtten(positionWS); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_Texture = IN.ase_texcoord3.xy * _Texture_ST.xy + _Texture_ST.zw; float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( ( (( _MainLightColor * _MainLightColor.a )).rgb * (tex2D( _Texture, uv_Texture )).rgb ) * _Float0 ); float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif Color = ApplyFog(Color , IN.fogAtten); return half4( Color , Alpha ); } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" }