This commit is contained in:
Le Duc Anh
2025-12-17 18:07:46 +07:00
parent 93d0cbd634
commit 107c5a3631
109 changed files with 126923 additions and 180 deletions
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@@ -1,6 +1,7 @@
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "VFX/AllInOneShader"
// Modified to add GPU Instancing support
Shader "VFX/AllInOneShader_Instanced"
{
Properties
{
@@ -48,13 +49,6 @@ Shader "VFX/AllInOneShader"
[Toggle]_ReFnl("ReFnl", Float) = 0
[Enum(Alpha,0,Add,1)]_BlendMode("BlendMode", Float) = 0
[ASEEnd]_DepthFade("DepthFade", Range( 0 , 10)) = 1
//_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
}
SubShader
@@ -69,7 +63,6 @@ Shader "VFX/AllInOneShader"
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
@@ -201,6 +194,11 @@ Shader "VFX/AllInOneShader"
#pragma vertex vert
#pragma fragment frag
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
@@ -252,57 +250,94 @@ Shader "VFX/AllInOneShader"
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _MaskTex_ST;
half4 _DissolveTex_ST;
half4 _MainColor;
half4 _DissolveColor;
half4 _DistortTex_ST;
half4 _MainTex_ST;
half4 _FnlColor;
half _CullMode;
half _DissolveTexVSpeed;
half _DistortDissolveTex;
half _MainAlpha;
half _FnlScale;
half _DissolveTexUSpeed;
half _FnlPower;
half _MainTexAR;
half _MaskTexAR;
half _MaskTexUSpeed;
half _MaskTexVSpeed;
half _ReFnl;
half _DissolveTexAR;
half _DissolveWide;
half _DistortMaskTex;
half _DissolveFactor;
half _CustomDissolve;
half _DistortFactor;
half _DistortTexVSpeed;
half _DistortTexUSpeed;
half _DistortTexAR;
half _DistortMainTex;
half _CustomMainTex;
half _MainTexVSpeed;
half _MainTexUSpeed;
half _Scr;
half _BlendMode;
half _Dst;
half _DissolveSoft;
half _DepthFade;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _DistortTex;
sampler2D _DissolveTex;
sampler2D _MaskTex;
// Textures (shared across instances)
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
TEXTURE2D(_DissolveTex);
SAMPLER(sampler_DissolveTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
// Per-material properties with instancing support
UNITY_INSTANCING_BUFFER_START(UnityPerMaterial)
UNITY_DEFINE_INSTANCED_PROP(half4, _MaskTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _DissolveTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _MainColor)
UNITY_DEFINE_INSTANCED_PROP(half4, _DissolveColor)
UNITY_DEFINE_INSTANCED_PROP(half4, _DistortTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _MainTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _FnlColor)
UNITY_DEFINE_INSTANCED_PROP(half, _CullMode)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortDissolveTex)
UNITY_DEFINE_INSTANCED_PROP(half, _MainAlpha)
UNITY_DEFINE_INSTANCED_PROP(half, _FnlScale)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _FnlPower)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _ReFnl)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveWide)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortMaskTex)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveFactor)
UNITY_DEFINE_INSTANCED_PROP(half, _CustomDissolve)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortFactor)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortMainTex)
UNITY_DEFINE_INSTANCED_PROP(half, _CustomMainTex)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _Scr)
UNITY_DEFINE_INSTANCED_PROP(half, _BlendMode)
UNITY_DEFINE_INSTANCED_PROP(half, _Dst)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveSoft)
UNITY_DEFINE_INSTANCED_PROP(half, _DepthFade)
UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
// Macros to access instanced properties
#define _MaskTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTex_ST)
#define _DissolveTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTex_ST)
#define _MainColor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainColor)
#define _DissolveColor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveColor)
#define _DistortTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTex_ST)
#define _MainTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTex_ST)
#define _FnlColor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _FnlColor)
#define _DissolveTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexVSpeed)
#define _DistortDissolveTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortDissolveTex)
#define _MainAlpha_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainAlpha)
#define _FnlScale_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _FnlScale)
#define _DissolveTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexUSpeed)
#define _FnlPower_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _FnlPower)
#define _MainTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexAR)
#define _MaskTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexAR)
#define _MaskTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexUSpeed)
#define _MaskTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexVSpeed)
#define _ReFnl_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _ReFnl)
#define _DissolveTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexAR)
#define _DissolveWide_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveWide)
#define _DistortMaskTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortMaskTex)
#define _DissolveFactor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveFactor)
#define _CustomDissolve_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _CustomDissolve)
#define _DistortFactor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortFactor)
#define _DistortTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexVSpeed)
#define _DistortTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexUSpeed)
#define _DistortTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexAR)
#define _DistortMainTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortMainTex)
#define _CustomMainTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _CustomMainTex)
#define _MainTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexVSpeed)
#define _MainTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexUSpeed)
#define _Scr_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Scr)
#define _BlendMode_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _BlendMode)
#define _Dst_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Dst)
#define _DissolveSoft_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveSoft)
#define _DepthFade_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DepthFade)
VertexOutput VertexFunction ( VertexInput v )
{
@@ -459,59 +494,61 @@ Shader "VFX/AllInOneShader"
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Scr106 = _Scr;
half2 appendResult4_g13 = (half2(_MainTexUSpeed , _MainTexVSpeed));
half2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Access instanced properties
half Scr106 = _Scr_Instanced;
half2 appendResult4_g13 = (half2(_MainTexUSpeed_Instanced , _MainTexVSpeed_Instanced));
half2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST_Instanced.xy + _MainTex_ST_Instanced.zw;
half2 temp_output_3_0_g8 = uv_MainTex;
half2 appendResult4_g7 = (half2(_DistortTexUSpeed , _DistortTexVSpeed));
half2 uv_DistortTex = IN.ase_texcoord3.xy * _DistortTex_ST.xy + _DistortTex_ST.zw;
half2 appendResult4_g7 = (half2(_DistortTexUSpeed_Instanced , _DistortTexVSpeed_Instanced));
half2 uv_DistortTex = IN.ase_texcoord3.xy * _DistortTex_ST_Instanced.xy + _DistortTex_ST_Instanced.zw;
half2 panner5_g7 = ( 1.0 * _Time.y * appendResult4_g7 + uv_DistortTex);
half4 tex2DNode7_g7 = tex2D( _DistortTex, panner5_g7 );
half Distort148 = ( ( _DistortTexAR == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor );
half4 tex2DNode7_g7 = SAMPLE_TEXTURE2D( _DistortTex, sampler_DistortTex, panner5_g7 );
half Distort148 = ( ( _DistortTexAR_Instanced == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor_Instanced );
#ifdef _FDISTORTTEX_ON
half2 staticSwitch316 = ( _DistortMainTex == 0.0 ? temp_output_3_0_g8 : ( temp_output_3_0_g8 + Distort148 ) );
half2 staticSwitch316 = ( _DistortMainTex_Instanced == 0.0 ? temp_output_3_0_g8 : ( temp_output_3_0_g8 + Distort148 ) );
#else
half2 staticSwitch316 = uv_MainTex;
#endif
half4 texCoord328 = IN.ase_texcoord4;
texCoord328.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
half2 appendResult330 = (half2(texCoord328.x , texCoord328.y));
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
half4 tex2DNode7_g13 = tex2D( _MainTex, panner5_g13 );
half4 MainTexColor215 = ( _MainColor * tex2DNode7_g13 );
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex_Instanced )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
half4 tex2DNode7_g13 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, panner5_g13 );
half4 MainTexColor215 = ( _MainColor_Instanced * tex2DNode7_g13 );
half4 texCoord333 = IN.ase_texcoord4;
texCoord333.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
half temp_output_275_0 = (-_DissolveWide + ((( _CustomDissolve )?( texCoord333.z ):( _DissolveFactor )) - 0.0) * (1.0 - -_DissolveWide) / (1.0 - 0.0));
half temp_output_277_0 = ( _DissolveSoft + 0.0001 );
half temp_output_272_0 = (-temp_output_277_0 + (( temp_output_275_0 + _DissolveWide ) - 0.0) * (1.0 - -temp_output_277_0) / (1.0 - 0.0));
half2 appendResult4_g10 = (half2(_DissolveTexUSpeed , _DissolveTexVSpeed));
half2 uv_DissolveTex = IN.ase_texcoord3.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw;
half temp_output_275_0 = (-_DissolveWide_Instanced + ((( _CustomDissolve_Instanced )?( texCoord333.z ):( _DissolveFactor_Instanced )) - 0.0) * (1.0 - -_DissolveWide_Instanced) / (1.0 - 0.0));
half temp_output_277_0 = ( _DissolveSoft_Instanced + 0.0001 );
half temp_output_272_0 = (-temp_output_277_0 + (( temp_output_275_0 + _DissolveWide_Instanced ) - 0.0) * (1.0 - -temp_output_277_0) / (1.0 - 0.0));
half2 appendResult4_g10 = (half2(_DissolveTexUSpeed_Instanced , _DissolveTexVSpeed_Instanced));
half2 uv_DissolveTex = IN.ase_texcoord3.xy * _DissolveTex_ST_Instanced.xy + _DissolveTex_ST_Instanced.zw;
half2 temp_output_3_0_g9 = uv_DissolveTex;
#ifdef _FDISTORTTEX_ON
half2 staticSwitch314 = ( _DistortDissolveTex == 0.0 ? temp_output_3_0_g9 : ( temp_output_3_0_g9 + Distort148 ) );
half2 staticSwitch314 = ( _DistortDissolveTex_Instanced == 0.0 ? temp_output_3_0_g9 : ( temp_output_3_0_g9 + Distort148 ) );
#else
half2 staticSwitch314 = uv_DissolveTex;
#endif
half2 panner5_g10 = ( 1.0 * _Time.y * appendResult4_g10 + staticSwitch314);
half4 tex2DNode7_g10 = tex2D( _DissolveTex, panner5_g10 );
half temp_output_351_20 = ( _DissolveTexAR == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
half4 tex2DNode7_g10 = SAMPLE_TEXTURE2D( _DissolveTex, sampler_DissolveTex, panner5_g10 );
half temp_output_351_20 = ( _DissolveTexAR_Instanced == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
half smoothstepResult264 = smoothstep( temp_output_272_0 , ( temp_output_272_0 + temp_output_277_0 ) , temp_output_351_20);
half Alpha337 = _MainAlpha;
half4 lerpResult223 = lerp( MainTexColor215 , _DissolveColor , ( _DissolveColor.a * ( 1.0 - smoothstepResult264 ) * Alpha337 ));
half Alpha337 = _MainAlpha_Instanced;
half4 lerpResult223 = lerp( MainTexColor215 , _DissolveColor_Instanced , ( _DissolveColor_Instanced.a * ( 1.0 - smoothstepResult264 ) * Alpha337 ));
#ifdef _FDISSOLVETEX_ON
half4 staticSwitch298 = lerpResult223;
#else
half4 staticSwitch298 = MainTexColor215;
#endif
half4 temp_cast_0 = (0.0).xxxx;
half Refnl339 = _ReFnl;
half Refnl339 = _ReFnl_Instanced;
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
half3 ase_worldNormal = IN.ase_texcoord5.xyz;
half fresnelNdotV279 = dot( ase_worldNormal, ase_worldViewDir );
half fresnelNode279 = ( 0.0 + _FnlScale * pow( 1.0 - fresnelNdotV279, _FnlPower ) );
half fresnelNode279 = ( 0.0 + _FnlScale_Instanced * pow( 1.0 - fresnelNdotV279, _FnlPower_Instanced ) );
half temp_output_283_0 = saturate( fresnelNode279 );
half4 FnlMainColor286 = ( _FnlColor * temp_output_283_0 * _FnlColor.a );
half4 FnlMainColor286 = ( _FnlColor_Instanced * temp_output_283_0 * _FnlColor_Instanced.a );
half4 temp_cast_1 = (0.0).xxxx;
#ifdef _FFNL_ON
half4 staticSwitch300 = ( Refnl339 == 0.0 ? FnlMainColor286 : temp_cast_1 );
@@ -519,19 +556,19 @@ Shader "VFX/AllInOneShader"
half4 staticSwitch300 = temp_cast_0;
#endif
float4 MainColor98 = ( IN.ase_color * ( staticSwitch298 + staticSwitch300 ) );
float MainTexAlpha138 = ( _MainColor.a * ( _MainTexAR == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
half2 appendResult4_g14 = (half2(_MaskTexUSpeed , _MaskTexVSpeed));
half2 uv_MaskTex = IN.ase_texcoord3.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
float MainTexAlpha138 = ( _MainColor_Instanced.a * ( _MainTexAR_Instanced == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
half2 appendResult4_g14 = (half2(_MaskTexUSpeed_Instanced , _MaskTexVSpeed_Instanced));
half2 uv_MaskTex = IN.ase_texcoord3.xy * _MaskTex_ST_Instanced.xy + _MaskTex_ST_Instanced.zw;
half2 temp_output_3_0_g12 = uv_MaskTex;
#ifdef _FDISTORTTEX_ON
half2 staticSwitch312 = ( _DistortMaskTex == 0.0 ? temp_output_3_0_g12 : ( temp_output_3_0_g12 + Distort148 ) );
half2 staticSwitch312 = ( _DistortMaskTex_Instanced == 0.0 ? temp_output_3_0_g12 : ( temp_output_3_0_g12 + Distort148 ) );
#else
half2 staticSwitch312 = uv_MaskTex;
#endif
half2 panner5_g14 = ( 1.0 * _Time.y * appendResult4_g14 + staticSwitch312);
half4 tex2DNode7_g14 = tex2D( _MaskTex, panner5_g14 );
half4 tex2DNode7_g14 = SAMPLE_TEXTURE2D( _MaskTex, sampler_MaskTex, panner5_g14 );
#ifdef _FMASKTEX_ON
half staticSwitch291 = ( _MaskTexAR == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
half staticSwitch291 = ( _MaskTexAR_Instanced == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
#else
half staticSwitch291 = 1.0;
#endif
@@ -553,7 +590,7 @@ Shader "VFX/AllInOneShader"
half4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth375 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) );
half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade_Instanced ) );
#ifdef _FDEPTH_ON
half staticSwitch378 = saturate( distanceDepth375 );
#else
@@ -607,10 +644,16 @@ Shader "VFX/AllInOneShader"
#pragma vertex vert
#pragma fragment frag
// GPU Instancing for DepthOnly pass
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_VERT_NORMAL
@@ -649,57 +692,94 @@ Shader "VFX/AllInOneShader"
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _MaskTex_ST;
half4 _DissolveTex_ST;
half4 _MainColor;
half4 _DissolveColor;
half4 _DistortTex_ST;
half4 _MainTex_ST;
half4 _FnlColor;
half _CullMode;
half _DissolveTexVSpeed;
half _DistortDissolveTex;
half _MainAlpha;
half _FnlScale;
half _DissolveTexUSpeed;
half _FnlPower;
half _MainTexAR;
half _MaskTexAR;
half _MaskTexUSpeed;
half _MaskTexVSpeed;
half _ReFnl;
half _DissolveTexAR;
half _DissolveWide;
half _DistortMaskTex;
half _DissolveFactor;
half _CustomDissolve;
half _DistortFactor;
half _DistortTexVSpeed;
half _DistortTexUSpeed;
half _DistortTexAR;
half _DistortMainTex;
half _CustomMainTex;
half _MainTexVSpeed;
half _MainTexUSpeed;
half _Scr;
half _BlendMode;
half _Dst;
half _DissolveSoft;
half _DepthFade;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _DistortTex;
sampler2D _MaskTex;
sampler2D _DissolveTex;
// Textures (shared)
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
TEXTURE2D(_DissolveTex);
SAMPLER(sampler_DissolveTex);
// Per-material instanced properties (same as Forward pass)
UNITY_INSTANCING_BUFFER_START(UnityPerMaterial)
UNITY_DEFINE_INSTANCED_PROP(half4, _MaskTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _DissolveTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _MainColor)
UNITY_DEFINE_INSTANCED_PROP(half4, _DissolveColor)
UNITY_DEFINE_INSTANCED_PROP(half4, _DistortTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _MainTex_ST)
UNITY_DEFINE_INSTANCED_PROP(half4, _FnlColor)
UNITY_DEFINE_INSTANCED_PROP(half, _CullMode)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortDissolveTex)
UNITY_DEFINE_INSTANCED_PROP(half, _MainAlpha)
UNITY_DEFINE_INSTANCED_PROP(half, _FnlScale)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _FnlPower)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _ReFnl)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveWide)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortMaskTex)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveFactor)
UNITY_DEFINE_INSTANCED_PROP(half, _CustomDissolve)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortFactor)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexAR)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortMainTex)
UNITY_DEFINE_INSTANCED_PROP(half, _CustomMainTex)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexVSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexUSpeed)
UNITY_DEFINE_INSTANCED_PROP(half, _Scr)
UNITY_DEFINE_INSTANCED_PROP(half, _BlendMode)
UNITY_DEFINE_INSTANCED_PROP(half, _Dst)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveSoft)
UNITY_DEFINE_INSTANCED_PROP(half, _DepthFade)
UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
// Access macros (same as Forward pass)
#define _MaskTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTex_ST)
#define _DissolveTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTex_ST)
#define _MainColor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainColor)
#define _DissolveColor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveColor)
#define _DistortTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTex_ST)
#define _MainTex_ST_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTex_ST)
#define _FnlColor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _FnlColor)
#define _DissolveTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexVSpeed)
#define _DistortDissolveTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortDissolveTex)
#define _MainAlpha_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainAlpha)
#define _FnlScale_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _FnlScale)
#define _DissolveTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexUSpeed)
#define _FnlPower_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _FnlPower)
#define _MainTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexAR)
#define _MaskTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexAR)
#define _MaskTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexUSpeed)
#define _MaskTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexVSpeed)
#define _ReFnl_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _ReFnl)
#define _DissolveTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexAR)
#define _DissolveWide_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveWide)
#define _DistortMaskTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortMaskTex)
#define _DissolveFactor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveFactor)
#define _CustomDissolve_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _CustomDissolve)
#define _DistortFactor_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortFactor)
#define _DistortTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexVSpeed)
#define _DistortTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexUSpeed)
#define _DistortTexAR_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexAR)
#define _DistortMainTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortMainTex)
#define _CustomMainTex_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _CustomMainTex)
#define _MainTexVSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexVSpeed)
#define _MainTexUSpeed_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexUSpeed)
#define _Scr_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Scr)
#define _BlendMode_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _BlendMode)
#define _Dst_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Dst)
#define _DissolveSoft_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveSoft)
#define _DepthFade_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DepthFade)
VertexOutput VertexFunction( VertexInput v )
@@ -856,57 +936,58 @@ Shader "VFX/AllInOneShader"
#endif
#endif
half2 appendResult4_g13 = (half2(_MainTexUSpeed , _MainTexVSpeed));
half2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Use instanced properties (same logic as Forward pass, just for alpha)
half2 appendResult4_g13 = (half2(_MainTexUSpeed_Instanced , _MainTexVSpeed_Instanced));
half2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST_Instanced.xy + _MainTex_ST_Instanced.zw;
half2 temp_output_3_0_g8 = uv_MainTex;
half2 appendResult4_g7 = (half2(_DistortTexUSpeed , _DistortTexVSpeed));
half2 uv_DistortTex = IN.ase_texcoord2.xy * _DistortTex_ST.xy + _DistortTex_ST.zw;
half2 appendResult4_g7 = (half2(_DistortTexUSpeed_Instanced , _DistortTexVSpeed_Instanced));
half2 uv_DistortTex = IN.ase_texcoord2.xy * _DistortTex_ST_Instanced.xy + _DistortTex_ST_Instanced.zw;
half2 panner5_g7 = ( 1.0 * _Time.y * appendResult4_g7 + uv_DistortTex);
half4 tex2DNode7_g7 = tex2D( _DistortTex, panner5_g7 );
half Distort148 = ( ( _DistortTexAR == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor );
half4 tex2DNode7_g7 = SAMPLE_TEXTURE2D( _DistortTex, sampler_DistortTex, panner5_g7 );
half Distort148 = ( ( _DistortTexAR_Instanced == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor_Instanced );
#ifdef _FDISTORTTEX_ON
half2 staticSwitch316 = ( _DistortMainTex == 0.0 ? temp_output_3_0_g8 : ( temp_output_3_0_g8 + Distort148 ) );
half2 staticSwitch316 = ( _DistortMainTex_Instanced == 0.0 ? temp_output_3_0_g8 : ( temp_output_3_0_g8 + Distort148 ) );
#else
half2 staticSwitch316 = uv_MainTex;
#endif
half4 texCoord328 = IN.ase_texcoord3;
texCoord328.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
half2 appendResult330 = (half2(texCoord328.x , texCoord328.y));
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
half4 tex2DNode7_g13 = tex2D( _MainTex, panner5_g13 );
float MainTexAlpha138 = ( _MainColor.a * ( _MainTexAR == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
half2 appendResult4_g14 = (half2(_MaskTexUSpeed , _MaskTexVSpeed));
half2 uv_MaskTex = IN.ase_texcoord2.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex_Instanced )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
half4 tex2DNode7_g13 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, panner5_g13 );
float MainTexAlpha138 = ( _MainColor_Instanced.a * ( _MainTexAR_Instanced == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
half2 appendResult4_g14 = (half2(_MaskTexUSpeed_Instanced , _MaskTexVSpeed_Instanced));
half2 uv_MaskTex = IN.ase_texcoord2.xy * _MaskTex_ST_Instanced.xy + _MaskTex_ST_Instanced.zw;
half2 temp_output_3_0_g12 = uv_MaskTex;
#ifdef _FDISTORTTEX_ON
half2 staticSwitch312 = ( _DistortMaskTex == 0.0 ? temp_output_3_0_g12 : ( temp_output_3_0_g12 + Distort148 ) );
half2 staticSwitch312 = ( _DistortMaskTex_Instanced == 0.0 ? temp_output_3_0_g12 : ( temp_output_3_0_g12 + Distort148 ) );
#else
half2 staticSwitch312 = uv_MaskTex;
#endif
half2 panner5_g14 = ( 1.0 * _Time.y * appendResult4_g14 + staticSwitch312);
half4 tex2DNode7_g14 = tex2D( _MaskTex, panner5_g14 );
half4 tex2DNode7_g14 = SAMPLE_TEXTURE2D( _MaskTex, sampler_MaskTex, panner5_g14 );
#ifdef _FMASKTEX_ON
half staticSwitch291 = ( _MaskTexAR == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
half staticSwitch291 = ( _MaskTexAR_Instanced == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
#else
half staticSwitch291 = 1.0;
#endif
half Alpha337 = _MainAlpha;
half Alpha337 = _MainAlpha_Instanced;
half4 texCoord333 = IN.ase_texcoord3;
texCoord333.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
half temp_output_275_0 = (-_DissolveWide + ((( _CustomDissolve )?( texCoord333.z ):( _DissolveFactor )) - 0.0) * (1.0 - -_DissolveWide) / (1.0 - 0.0));
half temp_output_277_0 = ( _DissolveSoft + 0.0001 );
half temp_output_275_0 = (-_DissolveWide_Instanced + ((( _CustomDissolve_Instanced )?( texCoord333.z ):( _DissolveFactor_Instanced )) - 0.0) * (1.0 - -_DissolveWide_Instanced) / (1.0 - 0.0));
half temp_output_277_0 = ( _DissolveSoft_Instanced + 0.0001 );
half temp_output_270_0 = (-temp_output_277_0 + (temp_output_275_0 - 0.0) * (1.0 - -temp_output_277_0) / (1.0 - 0.0));
half2 appendResult4_g10 = (half2(_DissolveTexUSpeed , _DissolveTexVSpeed));
half2 uv_DissolveTex = IN.ase_texcoord2.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw;
half2 appendResult4_g10 = (half2(_DissolveTexUSpeed_Instanced , _DissolveTexVSpeed_Instanced));
half2 uv_DissolveTex = IN.ase_texcoord2.xy * _DissolveTex_ST_Instanced.xy + _DissolveTex_ST_Instanced.zw;
half2 temp_output_3_0_g9 = uv_DissolveTex;
#ifdef _FDISTORTTEX_ON
half2 staticSwitch314 = ( _DistortDissolveTex == 0.0 ? temp_output_3_0_g9 : ( temp_output_3_0_g9 + Distort148 ) );
half2 staticSwitch314 = ( _DistortDissolveTex_Instanced == 0.0 ? temp_output_3_0_g9 : ( temp_output_3_0_g9 + Distort148 ) );
#else
half2 staticSwitch314 = uv_DissolveTex;
#endif
half2 panner5_g10 = ( 1.0 * _Time.y * appendResult4_g10 + staticSwitch314);
half4 tex2DNode7_g10 = tex2D( _DissolveTex, panner5_g10 );
half temp_output_351_20 = ( _DissolveTexAR == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
half4 tex2DNode7_g10 = SAMPLE_TEXTURE2D( _DissolveTex, sampler_DissolveTex, panner5_g10 );
half temp_output_351_20 = ( _DissolveTexAR_Instanced == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
half smoothstepResult256 = smoothstep( temp_output_270_0 , ( temp_output_270_0 + temp_output_277_0 ) , temp_output_351_20);
half DissolveAlpha212 = smoothstepResult256;
#ifdef _FDISSOLVETEX_ON
@@ -914,12 +995,12 @@ Shader "VFX/AllInOneShader"
#else
half staticSwitch299 = 1.0;
#endif
half Refnl339 = _ReFnl;
half Refnl339 = _ReFnl_Instanced;
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
half3 ase_worldNormal = IN.ase_texcoord4.xyz;
half fresnelNdotV279 = dot( ase_worldNormal, ase_worldViewDir );
half fresnelNode279 = ( 0.0 + _FnlScale * pow( 1.0 - fresnelNdotV279, _FnlPower ) );
half fresnelNode279 = ( 0.0 + _FnlScale_Instanced * pow( 1.0 - fresnelNdotV279, _FnlPower_Instanced ) );
half temp_output_283_0 = saturate( fresnelNode279 );
half ReFnlAlpha318 = ( 1.0 - temp_output_283_0 );
#ifdef _FFNL_ON
@@ -931,7 +1012,7 @@ Shader "VFX/AllInOneShader"
half4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth375 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) );
half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade_Instanced ) );
#ifdef _FDEPTH_ON
half staticSwitch378 = saturate( distanceDepth375 );
#else
@@ -0,0 +1,118 @@
Shader "Custom/URP_PureDistortion"
{
Properties
{
[Header(Distortion)]
_NormalMap("Normal Map", 2D) = "bump" {}
_Distortion("Distortion Strength", Range(0, 0.5)) = 0.1
_NormalStrength("Normal Strength", Range(0, 5)) = 1.0
[Header(Animation)]
_ScrollSpeedX("Scroll Speed X", Float) = 0.1
_ScrollSpeedY("Scroll Speed Y", Float) = 0.2
[Header(Color)]
_TintColor("Tint Color", Color) = (1, 1, 1, 0.5)
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
}
Pass
{
Name "PureDistortion"
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
CBUFFER_START(UnityPerMaterial)
float4 _NormalMap_ST;
float4 _TintColor;
float _Distortion;
float _NormalStrength;
float _ScrollSpeedX;
float _ScrollSpeedY;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float4 screenPos : TEXCOORD1;
float fogFactor : TEXCOORD2;
};
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = TRANSFORM_TEX(input.uv, _NormalMap);
output.color = input.color;
output.screenPos = ComputeScreenPos(vertexInput.positionCS);
output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Animated normal map sampling
float2 scrolledUV = input.uv + float2(_ScrollSpeedX, _ScrollSpeedY) * _Time.y;
float3 normalMap = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, scrolledUV));
normalMap.xy *= _NormalStrength;
// Calculate screen UV
float2 screenUV = input.screenPos.xy / input.screenPos.w;
// Apply normal-based distortion to screen UV
float2 distortedScreenUV = screenUV + normalMap.xy * _Distortion * input.color.a;
// Sample the background/opaque texture with distortion
half3 sceneColor = SampleSceneColor(distortedScreenUV);
// Apply tint color
sceneColor *= _TintColor.rgb * input.color.rgb;
// Apply fog
sceneColor = MixFog(sceneColor, input.fogFactor);
// Calculate final alpha
float finalAlpha = _TintColor.a * input.color.a;
return half4(sceneColor, finalAlpha);
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}
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