3611 lines
		
	
	
		
			124 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			3611 lines
		
	
	
		
			124 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // Made with Amplify Shader Editor v1.9.7.1 | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "Polyart/Dreamscape/Builtin/Particles/Wing Flap" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||
|  | 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||
|  | 		_ColorMap("Color Map", 2D) = "white" {} | ||
|  | 		_ColorTint("Color Tint", Color) = (1,1,1,0) | ||
|  | 		_FlapFrequency("Flap Frequency", Range( 0 , 100)) = 1 | ||
|  | 		[HDR]_GradientMap("Gradient Map", 2D) = "white" {} | ||
|  | 		_Intensity("Intensity", Float) = 0 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 | ||
|  | 		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 | ||
|  | 		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 | ||
|  | 		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 | ||
|  | 		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 | ||
|  | 		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 | ||
|  | 		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 | ||
|  | 		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 | ||
|  | 		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 | ||
|  | 		//_TessMin( "Tess Min Distance", Float ) = 10 | ||
|  | 		//_TessMax( "Tess Max Distance", Float ) = 25 | ||
|  | 		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 | ||
|  | 		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25 | ||
|  | 
 | ||
|  | 		[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 | ||
|  | 		[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 | ||
|  | 		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 | ||
|  | 
 | ||
|  | 		[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) = "" {} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		LOD 0 | ||
|  | 
 | ||
|  | 		 | ||
|  | 
 | ||
|  | 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } | ||
|  | 
 | ||
|  | 		Cull Off | ||
|  | 		ZWrite On | ||
|  | 		ZTest LEqual | ||
|  | 		Offset 0 , 0 | ||
|  | 		AlphaToMask Off | ||
|  | 
 | ||
|  | 		 | ||
|  | 
 | ||
|  | 		HLSLINCLUDE | ||
|  | 		#pragma target 4.5 | ||
|  | 		#pragma prefer_hlslcc gles | ||
|  | 		// ensure rendering platforms toggle list is visible | ||
|  | 
 | ||
|  | 		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" | ||
|  | 		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" | ||
|  | 
 | ||
|  | 		#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 One Zero, One Zero | ||
|  | 			ZWrite On | ||
|  | 			ZTest LEqual | ||
|  | 			Offset 0 , 0 | ||
|  | 			ColorMask RGBA | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF | ||
|  | 			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION | ||
|  | 			#pragma multi_compile_instancing | ||
|  | 			#pragma instancing_options renderinglayer | ||
|  | 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE | ||
|  | 			#pragma multi_compile_fog | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH | ||
|  |             | ||
|  | 
 | ||
|  | 			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 | ||
|  | 			#pragma multi_compile _ _LIGHT_LAYERS | ||
|  | 			#pragma multi_compile_fragment _ _LIGHT_COOKIES | ||
|  | 			#pragma multi_compile _ _FORWARD_PLUS | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING | ||
|  | 			#pragma multi_compile _ SHADOWS_SHADOWMASK | ||
|  | 			#pragma multi_compile _ DIRLIGHTMAP_COMBINED | ||
|  | 			#pragma multi_compile _ LIGHTMAP_ON | ||
|  | 			#pragma multi_compile _ DYNAMICLIGHTMAP_ON | ||
|  | 			#pragma multi_compile_fragment _ DEBUG_DISPLAY | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_FORWARD | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			#if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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" | ||
|  | 
 | ||
|  | 			#if defined(LOD_FADE_CROSSFADE) | ||
|  |             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" | ||
|  |             #endif | ||
|  | 
 | ||
|  | 			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) | ||
|  | 				#define ENABLE_TERRAIN_PERPIXEL_NORMAL | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) | ||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid | ||
|  | 			#else | ||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 tangentOS : TANGENT; | ||
|  | 				float4 texcoord : TEXCOORD0; | ||
|  | 				float4 texcoord1 : TEXCOORD1; | ||
|  | 				float4 texcoord2 : TEXCOORD2; | ||
|  | 				 | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; | ||
|  | 				float4 clipPosV : TEXCOORD0; | ||
|  | 				float4 lightmapUVOrVertexSH : TEXCOORD1; | ||
|  | 				half4 fogFactorAndVertexLight : TEXCOORD2; | ||
|  | 				float4 tSpace0 : TEXCOORD3; | ||
|  | 				float4 tSpace1 : TEXCOORD4; | ||
|  | 				float4 tSpace2 : TEXCOORD5; | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 					float4 shadowCoord : TEXCOORD6; | ||
|  | 				#endif | ||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 					float2 dynamicLightmapUV : TEXCOORD7; | ||
|  | 				#endif | ||
|  | 				float4 ase_texcoord8 : TEXCOORD8; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			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); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord8.xy = v.texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord8.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 				v.tangentOS = v.tangentOS; | ||
|  | 
 | ||
|  | 				VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); | ||
|  | 				VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); | ||
|  | 
 | ||
|  | 				o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); | ||
|  | 				o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); | ||
|  | 				o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); | ||
|  | 
 | ||
|  | 				#if defined(LIGHTMAP_ON) | ||
|  | 					OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if !defined(LIGHTMAP_ON) | ||
|  | 					OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 					o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||
|  | 					o.lightmapUVOrVertexSH.zw = v.texcoord.xy; | ||
|  | 					o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); | ||
|  | 
 | ||
|  | 				#ifdef ASE_FOG | ||
|  | 					half fogFactor = ComputeFogFactor( vertexInput.positionCS.z ); | ||
|  | 				#else | ||
|  | 					half fogFactor = 0; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.positionCS = vertexInput.positionCS; | ||
|  | 				o.clipPosV = vertexInput.positionCS; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 tangentOS : TANGENT; | ||
|  | 				float4 texcoord : TEXCOORD0; | ||
|  | 				float4 texcoord1 : TEXCOORD1; | ||
|  | 				float4 texcoord2 : TEXCOORD2; | ||
|  | 				 | ||
|  | 				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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.tangentOS = v.tangentOS; | ||
|  | 				o.texcoord = v.texcoord; | ||
|  | 				o.texcoord1 = v.texcoord1; | ||
|  | 				o.texcoord2 = v.texcoord2; | ||
|  | 				 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; | ||
|  | 				o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; | ||
|  | 				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; | ||
|  | 				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; | ||
|  | 				 | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			half4 frag ( VertexOutput IN | ||
|  | 						#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 						,out float outputDepth : ASE_SV_DEPTH | ||
|  | 						#endif | ||
|  | 						#ifdef _WRITE_RENDERING_LAYERS | ||
|  | 						, out float4 outRenderingLayers : SV_Target1 | ||
|  | 						#endif | ||
|  | 						 ) : SV_Target | ||
|  | 			{ | ||
|  | 				UNITY_SETUP_INSTANCE_ID(IN); | ||
|  | 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); | ||
|  | 
 | ||
|  | 				#if defined(LOD_FADE_CROSSFADE) | ||
|  | 					LODFadeCrossFade( IN.positionCS ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||
|  | 					float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; | ||
|  | 					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); | ||
|  | 					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); | ||
|  | 					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); | ||
|  | 				#else | ||
|  | 					float3 WorldNormal = normalize( IN.tSpace0.xyz ); | ||
|  | 					float3 WorldTangent = IN.tSpace1.xyz; | ||
|  | 					float3 WorldBiTangent = IN.tSpace2.xyz; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); | ||
|  | 				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition; | ||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||
|  | 
 | ||
|  | 				float4 ClipPos = IN.clipPosV; | ||
|  | 				float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); | ||
|  | 
 | ||
|  | 				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 					ShadowCoords = IN.shadowCoord; | ||
|  | 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||
|  | 					ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				WorldViewDirection = SafeNormalize( WorldViewDirection ); | ||
|  | 
 | ||
|  | 				float2 uv_ColorMap = IN.ase_texcoord8.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float3 BaseColor = ( _ColorTint * tex2DNode1 ).rgb; | ||
|  | 				float3 Normal = float3(0, 0, 1); | ||
|  | 				float3 Emission = 0; | ||
|  | 				float3 Specular = 0.5; | ||
|  | 				float Metallic = 0; | ||
|  | 				float Smoothness = 0.3; | ||
|  | 				float Occlusion = 1; | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 				float AlphaClipThresholdShadow = 0.5; | ||
|  | 				float3 BakedGI = 0; | ||
|  | 				float3 RefractionColor = 1; | ||
|  | 				float RefractionIndex = 1; | ||
|  | 				float3 Transmission = 1; | ||
|  | 				float3 Translucency = 1; | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					float DepthValue = IN.positionCS.z; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _CLEARCOAT | ||
|  | 					float CoatMask = 0; | ||
|  | 					float CoatSmoothness = 0; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					clip(Alpha - AlphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				InputData inputData = (InputData)0; | ||
|  | 				inputData.positionWS = WorldPosition; | ||
|  | 				inputData.viewDirectionWS = WorldViewDirection; | ||
|  | 
 | ||
|  | 				#ifdef _NORMALMAP | ||
|  | 						#if _NORMAL_DROPOFF_TS | ||
|  | 							inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); | ||
|  | 						#elif _NORMAL_DROPOFF_OS | ||
|  | 							inputData.normalWS = TransformObjectToWorldNormal(Normal); | ||
|  | 						#elif _NORMAL_DROPOFF_WS | ||
|  | 							inputData.normalWS = Normal; | ||
|  | 						#endif | ||
|  | 					inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); | ||
|  | 				#else | ||
|  | 					inputData.normalWS = WorldNormal; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 					inputData.shadowCoord = ShadowCoords; | ||
|  | 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||
|  | 					inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); | ||
|  | 				#else | ||
|  | 					inputData.shadowCoord = float4(0, 0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_FOG | ||
|  | 					inputData.fogCoord = IN.fogFactorAndVertexLight.x; | ||
|  | 				#endif | ||
|  | 					inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; | ||
|  | 
 | ||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||
|  | 					float3 SH = SampleSH(inputData.normalWS.xyz); | ||
|  | 				#else | ||
|  | 					float3 SH = IN.lightmapUVOrVertexSH.xyz; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 					inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); | ||
|  | 				#else | ||
|  | 					inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_BAKEDGI | ||
|  | 					inputData.bakedGI = BakedGI; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; | ||
|  | 				inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); | ||
|  | 
 | ||
|  | 				#if defined(DEBUG_DISPLAY) | ||
|  | 					#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 						inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; | ||
|  | 					#endif | ||
|  | 					#if defined(LIGHTMAP_ON) | ||
|  | 						inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; | ||
|  | 					#else | ||
|  | 						inputData.vertexSH = SH; | ||
|  | 					#endif | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				SurfaceData surfaceData; | ||
|  | 				surfaceData.albedo              = BaseColor; | ||
|  | 				surfaceData.metallic            = saturate(Metallic); | ||
|  | 				surfaceData.specular            = Specular; | ||
|  | 				surfaceData.smoothness          = saturate(Smoothness), | ||
|  | 				surfaceData.occlusion           = Occlusion, | ||
|  | 				surfaceData.emission            = Emission, | ||
|  | 				surfaceData.alpha               = saturate(Alpha); | ||
|  | 				surfaceData.normalTS            = Normal; | ||
|  | 				surfaceData.clearCoatMask       = 0; | ||
|  | 				surfaceData.clearCoatSmoothness = 1; | ||
|  | 
 | ||
|  | 				#ifdef _CLEARCOAT | ||
|  | 					surfaceData.clearCoatMask       = saturate(CoatMask); | ||
|  | 					surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _DBUFFER | ||
|  | 					ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _ASE_LIGHTING_SIMPLE | ||
|  | 					half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); | ||
|  | 				#else | ||
|  | 					half4 color = UniversalFragmentPBR( inputData, surfaceData); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_TRANSMISSION | ||
|  | 				{ | ||
|  | 					float shadow = _TransmissionShadow; | ||
|  | 
 | ||
|  | 					#define SUM_LIGHT_TRANSMISSION(Light)\ | ||
|  | 						float3 atten = Light.color * Light.distanceAttenuation;\ | ||
|  | 						atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ | ||
|  | 						half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ | ||
|  | 						color.rgb += BaseColor * transmission; | ||
|  | 
 | ||
|  | 					SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); | ||
|  | 
 | ||
|  | 					#if defined(_ADDITIONAL_LIGHTS) | ||
|  | 						uint meshRenderingLayers = GetMeshRenderingLayer(); | ||
|  | 						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.positionWS, inputData.shadowMask); | ||
|  | 								#ifdef _LIGHT_LAYERS | ||
|  | 								if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) | ||
|  | 								#endif | ||
|  | 								{ | ||
|  | 									SUM_LIGHT_TRANSMISSION( light ); | ||
|  | 								} | ||
|  | 							} | ||
|  | 						#endif | ||
|  | 						LIGHT_LOOP_BEGIN( pixelLightCount ) | ||
|  | 							Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); | ||
|  | 							#ifdef _LIGHT_LAYERS | ||
|  | 							if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) | ||
|  | 							#endif | ||
|  | 							{ | ||
|  | 								SUM_LIGHT_TRANSMISSION( light ); | ||
|  | 							} | ||
|  | 						LIGHT_LOOP_END | ||
|  | 					#endif | ||
|  | 				} | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_TRANSLUCENCY | ||
|  | 				{ | ||
|  | 					float shadow = _TransShadow; | ||
|  | 					float normal = _TransNormal; | ||
|  | 					float scattering = _TransScattering; | ||
|  | 					float direct = _TransDirect; | ||
|  | 					float ambient = _TransAmbient; | ||
|  | 					float strength = _TransStrength; | ||
|  | 
 | ||
|  | 					#define SUM_LIGHT_TRANSLUCENCY(Light)\ | ||
|  | 						float3 atten = Light.color * Light.distanceAttenuation;\ | ||
|  | 						atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ | ||
|  | 						half3 lightDir = Light.direction + inputData.normalWS * normal;\ | ||
|  | 						half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ | ||
|  | 						half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ | ||
|  | 						color.rgb += BaseColor * translucency * strength; | ||
|  | 
 | ||
|  | 					SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); | ||
|  | 
 | ||
|  | 					#if defined(_ADDITIONAL_LIGHTS) | ||
|  | 						uint meshRenderingLayers = GetMeshRenderingLayer(); | ||
|  | 						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.positionWS, inputData.shadowMask); | ||
|  | 								#ifdef _LIGHT_LAYERS | ||
|  | 								if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) | ||
|  | 								#endif | ||
|  | 								{ | ||
|  | 									SUM_LIGHT_TRANSLUCENCY( light ); | ||
|  | 								} | ||
|  | 							} | ||
|  | 						#endif | ||
|  | 						LIGHT_LOOP_BEGIN( pixelLightCount ) | ||
|  | 							Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); | ||
|  | 							#ifdef _LIGHT_LAYERS | ||
|  | 							if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) | ||
|  | 							#endif | ||
|  | 							{ | ||
|  | 								SUM_LIGHT_TRANSLUCENCY( light ); | ||
|  | 							} | ||
|  | 						LIGHT_LOOP_END | ||
|  | 					#endif | ||
|  | 				} | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_REFRACTION | ||
|  | 					float4 projScreenPos = ScreenPos / ScreenPos.w; | ||
|  | 					float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); | ||
|  | 					projScreenPos.xy += refractionOffset.xy; | ||
|  | 					float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; | ||
|  | 					color.rgb = lerp( refraction, color.rgb, color.a ); | ||
|  | 					color.a = 1; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY | ||
|  | 					color.rgb *= color.a; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_FOG | ||
|  | 					#ifdef TERRAIN_SPLAT_ADDPASS | ||
|  | 						color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); | ||
|  | 					#else | ||
|  | 						color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); | ||
|  | 					#endif | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					outputDepth = DepthValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _WRITE_RENDERING_LAYERS | ||
|  | 					uint renderingLayers = GetMeshRenderingLayer(); | ||
|  | 					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return color; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "ShadowCaster" | ||
|  | 			Tags { "LightMode"="ShadowCaster" } | ||
|  | 
 | ||
|  | 			ZWrite On | ||
|  | 			ZTest LEqual | ||
|  | 			AlphaToMask Off | ||
|  | 			ColorMask 0 | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#pragma multi_compile_instancing | ||
|  | 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_SHADOWCASTER | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||
|  | 
 | ||
|  | 			#if defined(LOD_FADE_CROSSFADE) | ||
|  |             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" | ||
|  |             #endif | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) | ||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid | ||
|  | 			#else | ||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; | ||
|  | 				float4 clipPosV : TEXCOORD0; | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					float3 positionWS : TEXCOORD1; | ||
|  | 				#endif | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					float4 shadowCoord : TEXCOORD2; | ||
|  | 				#endif				 | ||
|  | 				float4 ase_texcoord3 : TEXCOORD3; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			float3 _LightDirection; | ||
|  | 			float3 _LightPosition; | ||
|  | 
 | ||
|  | 			VertexOutput VertexFunction( VertexInput v ) | ||
|  | 			{ | ||
|  | 				VertexOutput o; | ||
|  | 				UNITY_SETUP_INSTANCE_ID(v); | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.ase_texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord3.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 
 | ||
|  | 				float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); | ||
|  | 
 | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					o.positionWS = positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 normalWS = TransformObjectToWorldDir(v.normalOS); | ||
|  | 
 | ||
|  | 				#if _CASTING_PUNCTUAL_LIGHT_SHADOW | ||
|  | 					float3 lightDirectionWS = normalize(_LightPosition - positionWS); | ||
|  | 				#else | ||
|  | 					float3 lightDirectionWS = _LightDirection; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); | ||
|  | 
 | ||
|  | 				#if UNITY_REVERSED_Z | ||
|  | 					positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); | ||
|  | 				#else | ||
|  | 					positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); | ||
|  | 				#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 | ||
|  | 
 | ||
|  | 				o.positionCS = positionCS; | ||
|  | 				o.clipPosV = positionCS; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : 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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.ase_texcoord = v.ase_texcoord; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			half4 frag(	VertexOutput IN | ||
|  | 						#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 						,out float outputDepth : ASE_SV_DEPTH | ||
|  | 						#endif | ||
|  | 						 ) : 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.positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||
|  | 				float4 ClipPos = IN.clipPosV; | ||
|  | 				float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); | ||
|  | 
 | ||
|  | 				#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_ColorMap = IN.ase_texcoord3.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 				float AlphaClipThresholdShadow = 0.5; | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					float DepthValue = IN.positionCS.z; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					#ifdef _ALPHATEST_SHADOW_ON | ||
|  | 						clip(Alpha - AlphaClipThresholdShadow); | ||
|  | 					#else | ||
|  | 						clip(Alpha - AlphaClipThreshold); | ||
|  | 					#endif | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(LOD_FADE_CROSSFADE) | ||
|  | 					LODFadeCrossFade( IN.positionCS ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					outputDepth = DepthValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return 0; | ||
|  | 			} | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "DepthOnly" | ||
|  | 			Tags { "LightMode"="DepthOnly" } | ||
|  | 
 | ||
|  | 			ZWrite On | ||
|  | 			ColorMask R | ||
|  | 			AlphaToMask Off | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#pragma multi_compile_instancing | ||
|  | 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_DEPTHONLY | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||
|  | 
 | ||
|  | 			#if defined(LOD_FADE_CROSSFADE) | ||
|  |             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" | ||
|  |             #endif | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) | ||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid | ||
|  | 			#else | ||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; | ||
|  | 				float4 clipPosV : TEXCOORD0; | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 				float3 positionWS : TEXCOORD1; | ||
|  | 				#endif | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 				float4 shadowCoord : TEXCOORD2; | ||
|  | 				#endif | ||
|  | 				float4 ase_texcoord3 : TEXCOORD3; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			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); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.ase_texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord3.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 
 | ||
|  | 				VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); | ||
|  | 
 | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					o.positionWS = vertexInput.positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.positionCS = vertexInput.positionCS; | ||
|  | 				o.clipPosV = vertexInput.positionCS; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : 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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.ase_texcoord = v.ase_texcoord; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			half4 frag(	VertexOutput IN | ||
|  | 						#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 						,out float outputDepth : ASE_SV_DEPTH | ||
|  | 						#endif | ||
|  | 						 ) : 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.positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||
|  | 				float4 ClipPos = IN.clipPosV; | ||
|  | 				float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); | ||
|  | 
 | ||
|  | 				#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_ColorMap = IN.ase_texcoord3.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					float DepthValue = IN.positionCS.z; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					clip(Alpha - AlphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(LOD_FADE_CROSSFADE) | ||
|  | 					LODFadeCrossFade( IN.positionCS ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					outputDepth = DepthValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return 0; | ||
|  | 			} | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "Meta" | ||
|  | 			Tags { "LightMode"="Meta" } | ||
|  | 
 | ||
|  | 			Cull Off | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 			#pragma shader_feature EDITOR_VISUALIZATION | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_META | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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" | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 texcoord0 : TEXCOORD0; | ||
|  | 				float4 texcoord1 : TEXCOORD1; | ||
|  | 				float4 texcoord2 : TEXCOORD2; | ||
|  | 				 | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				float4 positionCS : SV_POSITION; | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					float3 positionWS : TEXCOORD0; | ||
|  | 				#endif | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					float4 shadowCoord : TEXCOORD1; | ||
|  | 				#endif | ||
|  | 				#ifdef EDITOR_VISUALIZATION | ||
|  | 					float4 VizUV : TEXCOORD2; | ||
|  | 					float4 LightCoord : TEXCOORD3; | ||
|  | 				#endif | ||
|  | 				float4 ase_texcoord4 : TEXCOORD4; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			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); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.texcoord0.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord4.xy = v.texcoord0.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord4.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 
 | ||
|  | 				float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); | ||
|  | 
 | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					o.positionWS = positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); | ||
|  | 
 | ||
|  | 				#ifdef EDITOR_VISUALIZATION | ||
|  | 					float2 VizUV = 0; | ||
|  | 					float4 LightCoord = 0; | ||
|  | 					UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord); | ||
|  | 					o.VizUV = float4(VizUV, 0, 0); | ||
|  | 					o.LightCoord = LightCoord; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||
|  | 					vertexInput.positionWS = positionWS; | ||
|  | 					vertexInput.positionCS = o.positionCS; | ||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 texcoord0 : TEXCOORD0; | ||
|  | 				float4 texcoord1 : TEXCOORD1; | ||
|  | 				float4 texcoord2 : TEXCOORD2; | ||
|  | 				 | ||
|  | 				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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.texcoord0 = v.texcoord0; | ||
|  | 				o.texcoord1 = v.texcoord1; | ||
|  | 				o.texcoord2 = v.texcoord2; | ||
|  | 				 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; | ||
|  | 				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; | ||
|  | 				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; | ||
|  | 				 | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			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.positionWS; | ||
|  | 				#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_ColorMap = IN.ase_texcoord4.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float3 BaseColor = ( _ColorTint * tex2DNode1 ).rgb; | ||
|  | 				float3 Emission = 0; | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					clip(Alpha - AlphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				MetaInput metaInput = (MetaInput)0; | ||
|  | 				metaInput.Albedo = BaseColor; | ||
|  | 				metaInput.Emission = Emission; | ||
|  | 				#ifdef EDITOR_VISUALIZATION | ||
|  | 					metaInput.VizUV = IN.VizUV.xy; | ||
|  | 					metaInput.LightCoord = IN.LightCoord; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return UnityMetaFragment(metaInput); | ||
|  | 			} | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "Universal2D" | ||
|  | 			Tags { "LightMode"="Universal2D" } | ||
|  | 
 | ||
|  | 			Blend One Zero, One Zero | ||
|  | 			ZWrite On | ||
|  | 			ZTest LEqual | ||
|  | 			Offset 0 , 0 | ||
|  | 			ColorMask RGBA | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_2D | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				float4 positionCS : SV_POSITION; | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					float3 positionWS : TEXCOORD0; | ||
|  | 				#endif | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					float4 shadowCoord : TEXCOORD1; | ||
|  | 				#endif | ||
|  | 				float4 ase_texcoord2 : TEXCOORD2; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			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 ); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.ase_texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord2.xy = v.ase_texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord2.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 
 | ||
|  | 				VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); | ||
|  | 
 | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					o.positionWS = vertexInput.positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.positionCS = vertexInput.positionCS; | ||
|  | 
 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : 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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.ase_texcoord = v.ase_texcoord; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			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.positionWS; | ||
|  | 				#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_ColorMap = IN.ase_texcoord2.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float3 BaseColor = ( _ColorTint * tex2DNode1 ).rgb; | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 
 | ||
|  | 				half4 color = half4(BaseColor, Alpha ); | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					clip(Alpha - AlphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return color; | ||
|  | 			} | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "DepthNormals" | ||
|  | 			Tags { "LightMode"="DepthNormals" } | ||
|  | 
 | ||
|  | 			ZWrite On | ||
|  | 			Blend One Zero | ||
|  | 			ZTest LEqual | ||
|  | 			ZWrite On | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#pragma multi_compile_instancing | ||
|  | 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY | ||
|  | 			//#define SHADERPASS SHADERPASS_DEPTHNORMALS | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			#if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||
|  | 
 | ||
|  | 			#if defined(LOD_FADE_CROSSFADE) | ||
|  |             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" | ||
|  |             #endif | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) | ||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid | ||
|  | 			#else | ||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 tangentOS : TANGENT; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; | ||
|  | 				float4 clipPosV : TEXCOORD0; | ||
|  | 				float3 worldNormal : TEXCOORD1; | ||
|  | 				float4 worldTangent : TEXCOORD2; | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					float3 positionWS : TEXCOORD3; | ||
|  | 				#endif | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					float4 shadowCoord : TEXCOORD4; | ||
|  | 				#endif | ||
|  | 				float4 ase_texcoord5 : TEXCOORD5; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			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); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.ase_texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord5.xy = v.ase_texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord5.zw = 0; | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 				v.tangentOS = v.tangentOS; | ||
|  | 
 | ||
|  | 				VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); | ||
|  | 
 | ||
|  | 				float3 normalWS = TransformObjectToWorldNormal( v.normalOS ); | ||
|  | 				float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w ); | ||
|  | 
 | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					o.positionWS = vertexInput.positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.worldNormal = normalWS; | ||
|  | 				o.worldTangent = tangentWS; | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.positionCS = vertexInput.positionCS; | ||
|  | 				o.clipPosV = vertexInput.positionCS; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 tangentOS : TANGENT; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 
 | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct TessellationFactors | ||
|  | 			{ | ||
|  | 				float edge[3] : SV_TessFactor; | ||
|  | 				float inside : SV_InsideTessFactor; | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			VertexControl vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				VertexControl o; | ||
|  | 				UNITY_SETUP_INSTANCE_ID(v); | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
|  | 				o.vertex = v.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.tangentOS = v.tangentOS; | ||
|  | 				o.ase_texcoord = v.ase_texcoord; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; | ||
|  | 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			void frag(	VertexOutput IN | ||
|  | 						, out half4 outNormalWS : SV_Target0 | ||
|  | 						#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 						,out float outputDepth : ASE_SV_DEPTH | ||
|  | 						#endif | ||
|  | 						#ifdef _WRITE_RENDERING_LAYERS | ||
|  | 						, out float4 outRenderingLayers : SV_Target1 | ||
|  | 						#endif | ||
|  | 						 ) | ||
|  | 			{ | ||
|  | 				UNITY_SETUP_INSTANCE_ID(IN); | ||
|  | 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); | ||
|  | 
 | ||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||
|  | 					float3 WorldPosition = IN.positionWS; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||
|  | 				float3 WorldNormal = IN.worldNormal; | ||
|  | 				float4 WorldTangent = IN.worldTangent; | ||
|  | 
 | ||
|  | 				float4 ClipPos = IN.clipPosV; | ||
|  | 				float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); | ||
|  | 
 | ||
|  | 				#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_ColorMap = IN.ase_texcoord5.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float3 Normal = float3(0, 0, 1); | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					float DepthValue = IN.positionCS.z; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					clip(Alpha - AlphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(LOD_FADE_CROSSFADE) | ||
|  | 					LODFadeCrossFade( IN.positionCS ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					outputDepth = DepthValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(_GBUFFER_NORMALS_OCT) | ||
|  | 					float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); | ||
|  | 					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); | ||
|  | 					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); | ||
|  | 					outNormalWS = half4(packedNormalWS, 0.0); | ||
|  | 				#else | ||
|  | 					#if defined(_NORMALMAP) | ||
|  | 						#if _NORMAL_DROPOFF_TS | ||
|  | 							float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); | ||
|  | 							float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); | ||
|  | 							float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); | ||
|  | 						#elif _NORMAL_DROPOFF_OS | ||
|  | 							float3 normalWS = TransformObjectToWorldNormal(Normal); | ||
|  | 						#elif _NORMAL_DROPOFF_WS | ||
|  | 							float3 normalWS = Normal; | ||
|  | 						#endif | ||
|  | 					#else | ||
|  | 						float3 normalWS = WorldNormal; | ||
|  | 					#endif | ||
|  | 					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#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, One Zero | ||
|  | 			ZWrite On | ||
|  | 			ZTest LEqual | ||
|  | 			Offset 0 , 0 | ||
|  | 			ColorMask RGBA | ||
|  | 			 | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF | ||
|  | 			#pragma multi_compile_instancing | ||
|  | 			#pragma instancing_options renderinglayer | ||
|  | 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE | ||
|  | 			#pragma multi_compile_fog | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH | ||
|  |             | ||
|  | 
 | ||
|  | 			#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 _ LIGHTMAP_SHADOW_MIXING | ||
|  | 			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE | ||
|  | 			#pragma multi_compile _ SHADOWS_SHADOWMASK | ||
|  | 			#pragma multi_compile _ DIRLIGHTMAP_COMBINED | ||
|  | 			#pragma multi_compile _ LIGHTMAP_ON | ||
|  | 			#pragma multi_compile _ DYNAMICLIGHTMAP_ON | ||
|  | 			#pragma multi_compile_fragment _ DEBUG_DISPLAY | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SHADERPASS SHADERPASS_GBUFFER | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			#if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#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" | ||
|  | 
 | ||
|  | 			#if defined(LOD_FADE_CROSSFADE) | ||
|  |             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" | ||
|  |             #endif | ||
|  | 			 | ||
|  | 			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) | ||
|  | 				#define ENABLE_TERRAIN_PERPIXEL_NORMAL | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) | ||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid | ||
|  | 			#else | ||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||
|  | 				#define ASE_SV_POSITION_QUALIFIERS | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 tangentOS : TANGENT; | ||
|  | 				float4 texcoord : TEXCOORD0; | ||
|  | 				float4 texcoord1 : TEXCOORD1; | ||
|  | 				float4 texcoord2 : TEXCOORD2; | ||
|  | 				 | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; | ||
|  | 				float4 clipPosV : TEXCOORD0; | ||
|  | 				float4 lightmapUVOrVertexSH : TEXCOORD1; | ||
|  | 				half4 fogFactorAndVertexLight : TEXCOORD2; | ||
|  | 				float4 tSpace0 : TEXCOORD3; | ||
|  | 				float4 tSpace1 : TEXCOORD4; | ||
|  | 				float4 tSpace2 : TEXCOORD5; | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 				float4 shadowCoord : TEXCOORD6; | ||
|  | 				#endif | ||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 				float2 dynamicLightmapUV : TEXCOORD7; | ||
|  | 				#endif | ||
|  | 				float4 ase_texcoord8 : TEXCOORD8; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" | ||
|  | 
 | ||
|  | 			 | ||
|  | 			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); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord8.xy = v.texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord8.zw = 0; | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 				v.tangentOS = v.tangentOS; | ||
|  | 
 | ||
|  | 				VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); | ||
|  | 				VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); | ||
|  | 
 | ||
|  | 				o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); | ||
|  | 				o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); | ||
|  | 				o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); | ||
|  | 
 | ||
|  | 				#if defined(LIGHTMAP_ON) | ||
|  | 					OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 					o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if !defined(LIGHTMAP_ON) | ||
|  | 					OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||
|  | 					o.lightmapUVOrVertexSH.zw = v.texcoord.xy; | ||
|  | 					o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); | ||
|  | 
 | ||
|  | 				o.fogFactorAndVertexLight = half4(0, vertexLight); | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				o.positionCS = vertexInput.positionCS; | ||
|  | 				o.clipPosV = vertexInput.positionCS; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 tangentOS : TANGENT; | ||
|  | 				float4 texcoord : TEXCOORD0; | ||
|  | 				float4 texcoord1 : TEXCOORD1; | ||
|  | 				float4 texcoord2 : TEXCOORD2; | ||
|  | 				 | ||
|  | 				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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.tangentOS = v.tangentOS; | ||
|  | 				o.texcoord = v.texcoord; | ||
|  | 				o.texcoord1 = v.texcoord1; | ||
|  | 				o.texcoord2 = v.texcoord2; | ||
|  | 				 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; | ||
|  | 				o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; | ||
|  | 				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; | ||
|  | 				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; | ||
|  | 				 | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			FragmentOutput frag ( VertexOutput IN | ||
|  | 								#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 								,out float outputDepth : ASE_SV_DEPTH | ||
|  | 								#endif | ||
|  | 								 ) | ||
|  | 			{ | ||
|  | 				UNITY_SETUP_INSTANCE_ID(IN); | ||
|  | 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); | ||
|  | 
 | ||
|  | 				#if defined(LOD_FADE_CROSSFADE) | ||
|  | 					LODFadeCrossFade( IN.positionCS ); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||
|  | 					float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; | ||
|  | 					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); | ||
|  | 					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); | ||
|  | 					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); | ||
|  | 				#else | ||
|  | 					float3 WorldNormal = normalize( IN.tSpace0.xyz ); | ||
|  | 					float3 WorldTangent = IN.tSpace1.xyz; | ||
|  | 					float3 WorldBiTangent = IN.tSpace2.xyz; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); | ||
|  | 				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition; | ||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||
|  | 
 | ||
|  | 				float4 ClipPos = IN.clipPosV; | ||
|  | 				float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); | ||
|  | 
 | ||
|  | 				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); | ||
|  | 
 | ||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||
|  | 					ShadowCoords = IN.shadowCoord; | ||
|  | 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||
|  | 					ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||
|  | 				#else | ||
|  | 					ShadowCoords = float4(0, 0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				WorldViewDirection = SafeNormalize( WorldViewDirection ); | ||
|  | 
 | ||
|  | 				float2 uv_ColorMap = IN.ase_texcoord8.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				float3 BaseColor = ( _ColorTint * tex2DNode1 ).rgb; | ||
|  | 				float3 Normal = float3(0, 0, 1); | ||
|  | 				float3 Emission = 0; | ||
|  | 				float3 Specular = 0.5; | ||
|  | 				float Metallic = 0; | ||
|  | 				float Smoothness = 0.3; | ||
|  | 				float Occlusion = 1; | ||
|  | 				float Alpha = tex2DNode1.a; | ||
|  | 				float AlphaClipThreshold = 0.5; | ||
|  | 				float AlphaClipThresholdShadow = 0.5; | ||
|  | 				float3 BakedGI = 0; | ||
|  | 				float3 RefractionColor = 1; | ||
|  | 				float RefractionIndex = 1; | ||
|  | 				float3 Transmission = 1; | ||
|  | 				float3 Translucency = 1; | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					float DepthValue = IN.positionCS.z; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _ALPHATEST_ON | ||
|  | 					clip(Alpha - AlphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				InputData inputData = (InputData)0; | ||
|  | 				inputData.positionWS = WorldPosition; | ||
|  | 				inputData.positionCS = IN.positionCS; | ||
|  | 				inputData.shadowCoord = ShadowCoords; | ||
|  | 
 | ||
|  | 				#ifdef _NORMALMAP | ||
|  | 					#if _NORMAL_DROPOFF_TS | ||
|  | 						inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); | ||
|  | 					#elif _NORMAL_DROPOFF_OS | ||
|  | 						inputData.normalWS = TransformObjectToWorldNormal(Normal); | ||
|  | 					#elif _NORMAL_DROPOFF_WS | ||
|  | 						inputData.normalWS = Normal; | ||
|  | 					#endif | ||
|  | 				#else | ||
|  | 					inputData.normalWS = WorldNormal; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); | ||
|  | 				inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); | ||
|  | 
 | ||
|  | 				inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; | ||
|  | 
 | ||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||
|  | 					float3 SH = SampleSH(inputData.normalWS.xyz); | ||
|  | 				#else | ||
|  | 					float3 SH = IN.lightmapUVOrVertexSH.xyz; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_BAKEDGI | ||
|  | 					inputData.bakedGI = BakedGI; | ||
|  | 				#else | ||
|  | 					#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 						inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); | ||
|  | 					#else | ||
|  | 						inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); | ||
|  | 					#endif | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; | ||
|  | 				inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); | ||
|  | 
 | ||
|  | 				#if defined(DEBUG_DISPLAY) | ||
|  | 					#if defined(DYNAMICLIGHTMAP_ON) | ||
|  | 						inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; | ||
|  | 						#endif | ||
|  | 					#if defined(LIGHTMAP_ON) | ||
|  | 						inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; | ||
|  | 					#else | ||
|  | 						inputData.vertexSH = SH; | ||
|  | 					#endif | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef _DBUFFER | ||
|  | 					ApplyDecal(IN.positionCS, | ||
|  | 						BaseColor, | ||
|  | 						Specular, | ||
|  | 						inputData.normalWS, | ||
|  | 						Metallic, | ||
|  | 						Occlusion, | ||
|  | 						Smoothness); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				BRDFData brdfData; | ||
|  | 				InitializeBRDFData | ||
|  | 				(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); | ||
|  | 
 | ||
|  | 				Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); | ||
|  | 				half4 color; | ||
|  | 				MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); | ||
|  | 				color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); | ||
|  | 				color.a = Alpha; | ||
|  | 
 | ||
|  | 				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY | ||
|  | 					color.rgb *= color.a; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||
|  | 					outputDepth = DepthValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "SceneSelectionPass" | ||
|  | 			Tags { "LightMode"="SceneSelectionPass" } | ||
|  | 
 | ||
|  | 			Cull Off | ||
|  | 			AlphaToMask Off | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#define SCENESELECTIONPASS 1 | ||
|  | 
 | ||
|  | 			#define ATTRIBUTES_NEED_NORMAL | ||
|  | 			#define ATTRIBUTES_NEED_TANGENT | ||
|  | 			#define SHADERPASS SHADERPASS_DEPTHONLY | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				float4 positionCS : SV_POSITION; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			struct SurfaceDescription | ||
|  | 			{ | ||
|  | 				float Alpha; | ||
|  | 				float AlphaClipThreshold; | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			VertexOutput VertexFunction(VertexInput v  ) | ||
|  | 			{ | ||
|  | 				VertexOutput o; | ||
|  | 				ZERO_INITIALIZE(VertexOutput, o); | ||
|  | 
 | ||
|  | 				UNITY_SETUP_INSTANCE_ID(v); | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.ase_texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord.xy = v.ase_texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 
 | ||
|  | 				float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); | ||
|  | 
 | ||
|  | 				o.positionCS = TransformWorldToHClip(positionWS); | ||
|  | 
 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : 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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.ase_texcoord = v.ase_texcoord; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			half4 frag(VertexOutput IN ) : SV_TARGET | ||
|  | 			{ | ||
|  | 				SurfaceDescription surfaceDescription = (SurfaceDescription)0; | ||
|  | 
 | ||
|  | 				float2 uv_ColorMap = IN.ase_texcoord.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				surfaceDescription.Alpha = tex2DNode1.a; | ||
|  | 				surfaceDescription.AlphaClipThreshold = 0.5; | ||
|  | 
 | ||
|  | 				#if _ALPHATEST_ON | ||
|  | 					float alphaClipThreshold = 0.01f; | ||
|  | 					#if ALPHA_CLIP_THRESHOLD | ||
|  | 						alphaClipThreshold = surfaceDescription.AlphaClipThreshold; | ||
|  | 					#endif | ||
|  | 					clip(surfaceDescription.Alpha - alphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				half4 outColor = 0; | ||
|  | 
 | ||
|  | 				#ifdef SCENESELECTIONPASS | ||
|  | 					outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); | ||
|  | 				#elif defined(SCENEPICKINGPASS) | ||
|  | 					outColor = _SelectionID; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return outColor; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 
 | ||
|  | 		 | ||
|  | 		Pass | ||
|  | 		{ | ||
|  | 			 | ||
|  | 			Name "ScenePickingPass" | ||
|  | 			Tags { "LightMode"="Picking" } | ||
|  | 
 | ||
|  | 			AlphaToMask Off | ||
|  | 
 | ||
|  | 			HLSLPROGRAM | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma multi_compile_local_fragment _ALPHATEST_ON | ||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||
|  | 			#define ASE_FOG 1 | ||
|  | 			#define ASE_VERSION 19701 | ||
|  | 			#define ASE_SRP_VERSION 140011 | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 
 | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 
 | ||
|  | 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) | ||
|  | 				#define _SPECULAR_COLOR 1 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 		    #define SCENEPICKINGPASS 1 | ||
|  | 
 | ||
|  | 			#define ATTRIBUTES_NEED_NORMAL | ||
|  | 			#define ATTRIBUTES_NEED_TANGENT | ||
|  | 			#define SHADERPASS SHADERPASS_DEPTHONLY | ||
|  | 
 | ||
|  | 			#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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" | ||
|  |             | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140009 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||
|  | 
 | ||
|  | 			 | ||
|  |             #if ASE_SRP_VERSION >=140007 | ||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | ||
|  | 			#endif | ||
|  | 		 | ||
|  | 
 | ||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||
|  | 
 | ||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||
|  | 
 | ||
|  | 
 | ||
|  | 			struct VertexInput | ||
|  | 			{ | ||
|  | 				float4 positionOS : POSITION; | ||
|  | 				float3 normalOS : NORMAL; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct VertexOutput | ||
|  | 			{ | ||
|  | 				float4 positionCS : SV_POSITION; | ||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			CBUFFER_START(UnityPerMaterial) | ||
|  | 			float4 _GradientMap_ST; | ||
|  | 			float4 _ColorTint; | ||
|  | 			float4 _ColorMap_ST; | ||
|  | 			float _FlapFrequency; | ||
|  | 			float _Intensity; | ||
|  | 			#ifdef ASE_TRANSMISSION | ||
|  | 				float _TransmissionShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TRANSLUCENCY | ||
|  | 				float _TransStrength; | ||
|  | 				float _TransNormal; | ||
|  | 				float _TransScattering; | ||
|  | 				float _TransDirect; | ||
|  | 				float _TransAmbient; | ||
|  | 				float _TransShadow; | ||
|  | 			#endif | ||
|  | 			#ifdef ASE_TESSELLATION | ||
|  | 				float _TessPhongStrength; | ||
|  | 				float _TessValue; | ||
|  | 				float _TessMin; | ||
|  | 				float _TessMax; | ||
|  | 				float _TessEdgeLength; | ||
|  | 				float _TessMaxDisp; | ||
|  | 			#endif | ||
|  | 			CBUFFER_END | ||
|  | 
 | ||
|  | 			#ifdef SCENEPICKINGPASS | ||
|  | 				float4 _SelectionID; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef SCENESELECTIONPASS | ||
|  | 				int _ObjectId; | ||
|  | 				int _PassValue; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			sampler2D _GradientMap; | ||
|  | 			sampler2D _ColorMap; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			 | ||
|  | 			struct SurfaceDescription | ||
|  | 			{ | ||
|  | 				float Alpha; | ||
|  | 				float AlphaClipThreshold; | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			VertexOutput VertexFunction(VertexInput v  ) | ||
|  | 			{ | ||
|  | 				VertexOutput o; | ||
|  | 				ZERO_INITIALIZE(VertexOutput, o); | ||
|  | 
 | ||
|  | 				UNITY_SETUP_INSTANCE_ID(v); | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 
 | ||
|  | 				float2 uv_GradientMap = v.ase_texcoord.xy * _GradientMap_ST.xy + _GradientMap_ST.zw; | ||
|  | 				float4 tex2DNode47 = tex2Dlod( _GradientMap, float4( uv_GradientMap, 0, 0.0) ); | ||
|  | 				float mulTime42 = _TimeParameters.x * _FlapFrequency; | ||
|  | 				float4 lerpResult33 = lerp( -tex2DNode47 , tex2DNode47 , sin( mulTime42 )); | ||
|  | 				float3 appendResult45 = (float3(0.0 , _Intensity , 0.0)); | ||
|  | 				 | ||
|  | 				o.ase_texcoord.xy = v.ase_texcoord.xy; | ||
|  | 				 | ||
|  | 				//setting value to unused interpolator channels and avoid initialization warnings | ||
|  | 				o.ase_texcoord.zw = 0; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					float3 defaultVertexValue = v.positionOS.xyz; | ||
|  | 				#else | ||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				float3 vertexValue = ( lerpResult33 * float4( ( v.normalOS * appendResult45 ) , 0.0 ) ).rgb; | ||
|  | 
 | ||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||
|  | 					v.positionOS.xyz = vertexValue; | ||
|  | 				#else | ||
|  | 					v.positionOS.xyz += vertexValue; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				v.normalOS = v.normalOS; | ||
|  | 
 | ||
|  | 				float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); | ||
|  | 				o.positionCS = TransformWorldToHClip(positionWS); | ||
|  | 
 | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#if defined(ASE_TESSELLATION) | ||
|  | 			struct VertexControl | ||
|  | 			{ | ||
|  | 				float4 vertex : INTERNALTESSPOS; | ||
|  | 				float3 normalOS : 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.positionOS; | ||
|  | 				o.normalOS = v.normalOS; | ||
|  | 				o.ase_texcoord = v.ase_texcoord; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||
|  | 			{ | ||
|  | 				return patch[id]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			[domain("tri")] | ||
|  | 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||
|  | 			{ | ||
|  | 				VertexInput o = (VertexInput) 0; | ||
|  | 				o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||
|  | 				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; | ||
|  | 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||
|  | 				#if defined(ASE_PHONG_TESSELLATION) | ||
|  | 				float3 pp[3]; | ||
|  | 				for (int i = 0; i < 3; ++i) | ||
|  | 					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); | ||
|  | 				float phongStrength = _TessPhongStrength; | ||
|  | 				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; | ||
|  | 				#endif | ||
|  | 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||
|  | 				return VertexFunction(o); | ||
|  | 			} | ||
|  | 			#else | ||
|  | 			VertexOutput vert ( VertexInput v ) | ||
|  | 			{ | ||
|  | 				return VertexFunction( v ); | ||
|  | 			} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			half4 frag(VertexOutput IN ) : SV_TARGET | ||
|  | 			{ | ||
|  | 				SurfaceDescription surfaceDescription = (SurfaceDescription)0; | ||
|  | 
 | ||
|  | 				float2 uv_ColorMap = IN.ase_texcoord.xy * _ColorMap_ST.xy + _ColorMap_ST.zw; | ||
|  | 				float4 tex2DNode1 = tex2D( _ColorMap, uv_ColorMap ); | ||
|  | 				 | ||
|  | 
 | ||
|  | 				surfaceDescription.Alpha = tex2DNode1.a; | ||
|  | 				surfaceDescription.AlphaClipThreshold = 0.5; | ||
|  | 
 | ||
|  | 				#if _ALPHATEST_ON | ||
|  | 					float alphaClipThreshold = 0.01f; | ||
|  | 					#if ALPHA_CLIP_THRESHOLD | ||
|  | 						alphaClipThreshold = surfaceDescription.AlphaClipThreshold; | ||
|  | 					#endif | ||
|  | 						clip(surfaceDescription.Alpha - alphaClipThreshold); | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				half4 outColor = 0; | ||
|  | 
 | ||
|  | 				#ifdef SCENESELECTIONPASS | ||
|  | 					outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); | ||
|  | 				#elif defined(SCENEPICKINGPASS) | ||
|  | 					outColor = _SelectionID; | ||
|  | 				#endif | ||
|  | 
 | ||
|  | 				return outColor; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			ENDHLSL | ||
|  | 		} | ||
|  | 		 | ||
|  | 	} | ||
|  | 	 | ||
|  | 	CustomEditor "UnityEditor.ShaderGraphLitGUI" | ||
|  | 	FallBack "Hidden/Shader Graph/FallbackError" | ||
|  | 	 | ||
|  | 	Fallback Off | ||
|  | } | ||
|  | /*ASEBEGIN | ||
|  | Version=19701 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;53;-1533,540;Inherit;False;Property;_FlapFrequency;Flap Frequency;2;0;Create;True;0;0;0;False;0;False;1;1;0;100;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SimpleTimeNode;42;-1216,544;Inherit;False;1;0;FLOAT;100;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.SamplerNode;47;-1344,304;Inherit;True;Property;_GradientMap;Gradient Map;3;1;[HDR];Create;True;0;0;0;False;0;False;-1;935b7d213c08ced42b9c446fd1aa2cf7;935b7d213c08ced42b9c446fd1aa2cf7;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;56;-827.8606,688.5803;Inherit;False;Property;_Intensity;Intensity;4;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.NegateNode;35;-912,240;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 | ||
|  | Node;AmplifyShaderEditor.SinOpNode;41;-912,544;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.NormalVertexDataNode;38;-624,512;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
|  | Node;AmplifyShaderEditor.DynamicAppendNode;45;-592,672;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;2.7;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 | ||
|  | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;46;-432,512;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 | ||
|  | Node;AmplifyShaderEditor.LerpOp;33;-688,288;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 | ||
|  | Node;AmplifyShaderEditor.ColorNode;55;-573.7642,-233.285;Inherit;False;Property;_ColorTint;Color Tint;1;0;Create;True;0;0;0;False;0;False;1,1,1,0;0.829805,1,0.7216981,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 | ||
|  | Node;AmplifyShaderEditor.SamplerNode;1;-656.1545,-47.20982;Inherit;True;Property;_ColorMap;Color Map;0;0;Create;True;0;0;0;False;0;False;-1;None;6b22630136a2a68498232d054079b9ad;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 | ||
|  | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;37;-272,288;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0 | ||
|  | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;54;-243.7642,-70.28503;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;67;-207.5,108.1477;Inherit;False;Constant;_Float0;Float 0;5;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;57;0,1;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0 | ||
|  | Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;58;0,1;Float;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;Polyart/Dreamscape/Builtin/Particles/Wing Flap;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;43;Lighting Model;0;0;Workflow;1;0;Surface;0;0;  Refraction Model;0;0;  Blend;0;0;Two Sided;0;638684225980183390;Alpha Clipping;1;0;  Use Shadow Threshold;0;0;Fragment Normal Space,InvertActionOnDeselection;0;0;Forward Only;0;0;Transmission;0;0;  Transmission Shadow;0.5,False,;0;Translucency;0;0;  Translucency Strength;1,False,;0;  Normal Distortion;0.5,False,;0;  Scattering;2,False,;0;  Direct;0.9,False,;0;  Ambient;0.1,False,;0;  Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;1;0;Receive SSAO;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0;  Phong;0;0;  Strength;0.5,False,;0;  Type;0;0;  Tess;16,False,;0;  Min;10,False,;0;  Max;25,False,;0;  Edge Length;16,False,;0;  Max Displacement;25,False,;0;Write Depth;0;0;  Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;Debug Display;0;0;Clear Coat;0;0;0;10;False;True;True;True;True;True;True;True;True;True;False;;False;0 | ||
|  | Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;59;0,1;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0 | ||
|  | Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;60;0,1;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0 | ||
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|  | WireConnection;42;0;53;0 | ||
|  | WireConnection;35;0;47;0 | ||
|  | WireConnection;41;0;42;0 | ||
|  | WireConnection;45;1;56;0 | ||
|  | WireConnection;46;0;38;0 | ||
|  | WireConnection;46;1;45;0 | ||
|  | WireConnection;33;0;35;0 | ||
|  | WireConnection;33;1;47;0 | ||
|  | WireConnection;33;2;41;0 | ||
|  | WireConnection;37;0;33;0 | ||
|  | WireConnection;37;1;46;0 | ||
|  | WireConnection;54;0;55;0 | ||
|  | WireConnection;54;1;1;0 | ||
|  | WireConnection;58;0;54;0 | ||
|  | WireConnection;58;4;67;0 | ||
|  | WireConnection;58;6;1;4 | ||
|  | WireConnection;58;8;37;0 | ||
|  | ASEEND*/ | ||
|  | //CHKSM=A633E220043F7EF3EF96E07AA4F2B2C71288E739 |