add VFX
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||||
fileFormatVersion: 2
|
||||
guid: c8800ee495344b54dae273b757578b0f
|
||||
PrefabImporter:
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||||
externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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||||
guid: 79a802d91d0c334449d8ac51e4b429a4
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 );
|
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half ReFnlAlpha318 = ( 1.0 - temp_output_283_0 );
|
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#ifdef _FFNL_ON
|
||||
@@ -931,7 +1012,7 @@ Shader "VFX/AllInOneShader"
|
||||
half4 ase_screenPosNorm = screenPos / screenPos.w;
|
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float screenDepth375 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
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half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) );
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half distanceDepth375 = abs( ( screenDepth375 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade_Instanced ) );
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#ifdef _FDEPTH_ON
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||||
half staticSwitch378 = saturate( distanceDepth375 );
|
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#else
|
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@@ -0,0 +1,118 @@
|
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Shader "Custom/URP_PureDistortion"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Distortion)]
|
||||
_NormalMap("Normal Map", 2D) = "bump" {}
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_Distortion("Distortion Strength", Range(0, 0.5)) = 0.1
|
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_NormalStrength("Normal Strength", Range(0, 5)) = 1.0
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[Header(Animation)]
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_ScrollSpeedX("Scroll Speed X", Float) = 0.1
|
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_ScrollSpeedY("Scroll Speed Y", Float) = 0.2
|
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[Header(Color)]
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_TintColor("Tint Color", Color) = (1, 1, 1, 0.5)
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent"
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Transparent"
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}
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Pass
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{
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Name "PureDistortion"
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ZWrite Off
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
|
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CBUFFER_START(UnityPerMaterial)
|
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float4 _NormalMap_ST;
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float4 _TintColor;
|
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float _Distortion;
|
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float _NormalStrength;
|
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float _ScrollSpeedX;
|
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float _ScrollSpeedY;
|
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CBUFFER_END
|
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struct Attributes
|
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{
|
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float4 positionOS : POSITION;
|
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float2 uv : TEXCOORD0;
|
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float4 color : COLOR;
|
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};
|
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|
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struct Varyings
|
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{
|
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float4 positionCS : SV_POSITION;
|
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float2 uv : TEXCOORD0;
|
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float4 color : COLOR;
|
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float4 screenPos : TEXCOORD1;
|
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float fogFactor : TEXCOORD2;
|
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};
|
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|
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Varyings vert(Attributes input)
|
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{
|
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Varyings output;
|
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|
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
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|
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output.positionCS = vertexInput.positionCS;
|
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output.uv = TRANSFORM_TEX(input.uv, _NormalMap);
|
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output.color = input.color;
|
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output.screenPos = ComputeScreenPos(vertexInput.positionCS);
|
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output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
|
||||
|
||||
return output;
|
||||
}
|
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|
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half4 frag(Varyings input) : SV_Target
|
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{
|
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// Animated normal map sampling
|
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float2 scrolledUV = input.uv + float2(_ScrollSpeedX, _ScrollSpeedY) * _Time.y;
|
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float3 normalMap = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, scrolledUV));
|
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normalMap.xy *= _NormalStrength;
|
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|
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// Calculate screen UV
|
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float2 screenUV = input.screenPos.xy / input.screenPos.w;
|
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|
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// Apply normal-based distortion to screen UV
|
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float2 distortedScreenUV = screenUV + normalMap.xy * _Distortion * input.color.a;
|
||||
|
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// Sample the background/opaque texture with distortion
|
||||
half3 sceneColor = SampleSceneColor(distortedScreenUV);
|
||||
|
||||
// Apply tint color
|
||||
sceneColor *= _TintColor.rgb * input.color.rgb;
|
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|
||||
// Apply fog
|
||||
sceneColor = MixFog(sceneColor, input.fogFactor);
|
||||
|
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// Calculate final alpha
|
||||
float finalAlpha = _TintColor.a * input.color.a;
|
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|
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return half4(sceneColor, finalAlpha);
|
||||
}
|
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ENDHLSL
|
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}
|
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}
|
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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