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--git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts.meta b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts.meta new file mode 100644 index 0000000..4c8d0a7 --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: acc488cf1edff1942ae29204bf0ed419 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js new file mode 100644 index 0000000..7e01c2e --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js @@ -0,0 +1,587 @@ +#pragma strict +#pragma implicit +#pragma downcast + +// Does this script currently respond to input? +var canControl : boolean = true; + +var useFixedUpdate : boolean = true; + +// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. +// Very handy for organization! + +// The current global direction we want the character to move in. +@System.NonSerialized +var inputMoveDirection : Vector3 = Vector3.zero; + +// Is the jump button held down? We use this interface instead of checking +// for the jump button directly so this script can also be used by AIs. +@System.NonSerialized +var inputJump : boolean = false; + +class CharacterMotorMovement { + // The maximum horizontal speed when moving + var maxForwardSpeed : float = 10.0; + var maxSidewaysSpeed : float = 10.0; + var maxBackwardsSpeed : float = 10.0; + + // Curve for multiplying speed based on slope (negative = downwards) + var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0)); + + // How fast does the character change speeds? Higher is faster. + var maxGroundAcceleration : float = 30.0; + var maxAirAcceleration : float = 20.0; + + // The gravity for the character + var gravity : float = 10.0; + var maxFallSpeed : float = 20.0; + + // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. + // Very handy for organization! + + // The last collision flags returned from controller.Move + @System.NonSerialized + var collisionFlags : CollisionFlags; + + // We will keep track of the character's current velocity, + @System.NonSerialized + var velocity : Vector3; + + // This keeps track of our current velocity while we're not grounded + @System.NonSerialized + var frameVelocity : Vector3 = Vector3.zero; + + @System.NonSerialized + var hitPoint : Vector3 = Vector3.zero; + + @System.NonSerialized + var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0); +} + +var movement : CharacterMotorMovement = CharacterMotorMovement(); + +enum MovementTransferOnJump { + None, // The jump is not affected by velocity of floor at all. + InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. + PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. + PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. +} + +// We will contain all the jumping related variables in one helper class for clarity. +class CharacterMotorJumping { + // Can the character jump? + var enabled : boolean = true; + + // How high do we jump when pressing jump and letting go immediately + var baseHeight : float = 1.0; + + // We add extraHeight units (meters) on top when holding the button down longer while jumping + var extraHeight : float = 4.1; + + // How much does the character jump out perpendicular to the surface on walkable surfaces? + // 0 means a fully vertical jump and 1 means fully perpendicular. + var perpAmount : float = 0.0; + + // How much does the character jump out perpendicular to the surface on too steep surfaces? + // 0 means a fully vertical jump and 1 means fully perpendicular. + var steepPerpAmount : float = 0.5; + + // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. + // Very handy for organization! + + // Are we jumping? (Initiated with jump button and not grounded yet) + // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable. + @System.NonSerialized + var jumping : boolean = false; + + @System.NonSerialized + var holdingJumpButton : boolean = false; + + // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.) + @System.NonSerialized + var lastStartTime : float = 0.0; + + @System.NonSerialized + var lastButtonDownTime : float = -100; + + @System.NonSerialized + var jumpDir : Vector3 = Vector3.up; +} + +var jumping : CharacterMotorJumping = CharacterMotorJumping(); + +class CharacterMotorMovingPlatform { + var enabled : boolean = true; + + var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer; + + @System.NonSerialized + var hitPlatform : Transform; + + @System.NonSerialized + var activePlatform : Transform; + + @System.NonSerialized + var activeLocalPoint : Vector3; + + @System.NonSerialized + var activeGlobalPoint : Vector3; + + @System.NonSerialized + var activeLocalRotation : Quaternion; + + @System.NonSerialized + var activeGlobalRotation : Quaternion; + + @System.NonSerialized + var lastMatrix : Matrix4x4; + + @System.NonSerialized + var platformVelocity : Vector3; + + @System.NonSerialized + var newPlatform : boolean; +} + +var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform(); + +class CharacterMotorSliding { + // Does the character slide on too steep surfaces? + var enabled : boolean = true; + + // How fast does the character slide on steep surfaces? + var slidingSpeed : float = 15; + + // How much can the player control the sliding direction? + // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed. + var sidewaysControl : float = 1.0; + + // How much can the player influence the sliding speed? + // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%. + var speedControl : float = 0.4; +} + +var sliding : CharacterMotorSliding = CharacterMotorSliding(); + +@System.NonSerialized +var grounded : boolean = true; + +@System.NonSerialized +var groundNormal : Vector3 = Vector3.zero; + +private var lastGroundNormal : Vector3 = Vector3.zero; + +private var tr : Transform; + +private var controller : CharacterController; + +function Awake () { + controller = GetComponent (CharacterController); + tr = transform; +} + +private function UpdateFunction () { + // We copy the actual velocity into a temporary variable that we can manipulate. + var velocity : Vector3 = movement.velocity; + + // Update velocity based on input + velocity = ApplyInputVelocityChange(velocity); + + // Apply gravity and jumping force + velocity = ApplyGravityAndJumping (velocity); + + // Moving platform support + var moveDistance : Vector3 = Vector3.zero; + if (MoveWithPlatform()) { + var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); + moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); + if (moveDistance != Vector3.zero) + controller.Move(moveDistance); + + // Support moving platform rotation as well: + var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; + var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation); + + var yRotation = rotationDiff.eulerAngles.y; + if (yRotation != 0) { + // Prevent rotation of the local up vector + tr.Rotate(0, yRotation, 0); + } + } + + // Save lastPosition for velocity calculation. + var lastPosition : Vector3 = tr.position; + + // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. + var currentMovementOffset : Vector3 = velocity * Time.deltaTime; + + // Find out how much we need to push towards the ground to avoid loosing grouning + // when walking down a step or over a sharp change in slope. + var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); + if (grounded) + currentMovementOffset -= pushDownOffset * Vector3.up; + + // Reset variables that will be set by collision function + movingPlatform.hitPlatform = null; + groundNormal = Vector3.zero; + + // Move our character! + movement.collisionFlags = controller.Move (currentMovementOffset); + + movement.lastHitPoint = movement.hitPoint; + lastGroundNormal = groundNormal; + + if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) { + if (movingPlatform.hitPlatform != null) { + movingPlatform.activePlatform = movingPlatform.hitPlatform; + movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix; + movingPlatform.newPlatform = true; + } + } + + // Calculate the velocity based on the current and previous position. + // This means our velocity will only be the amount the character actually moved as a result of collisions. + var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z); + movement.velocity = (tr.position - lastPosition) / Time.deltaTime; + var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z); + + // The CharacterController can be moved in unwanted directions when colliding with things. + // We want to prevent this from influencing the recorded velocity. + if (oldHVelocity == Vector3.zero) { + movement.velocity = new Vector3(0, movement.velocity.y, 0); + } + else { + var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; + movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; + } + + if (movement.velocity.y < velocity.y - 0.001) { + if (movement.velocity.y < 0) { + // Something is forcing the CharacterController down faster than it should. + // Ignore this + movement.velocity.y = velocity.y; + } + else { + // The upwards movement of the CharacterController has been blocked. + // This is treated like a ceiling collision - stop further jumping here. + jumping.holdingJumpButton = false; + } + } + + // We were grounded but just loosed grounding + if (grounded && !IsGroundedTest()) { + grounded = false; + + // Apply inertia from platform + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + movement.frameVelocity = movingPlatform.platformVelocity; + movement.velocity += movingPlatform.platformVelocity; + } + + SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); + // We pushed the character down to ensure it would stay on the ground if there was any. + // But there wasn't so now we cancel the downwards offset to make the fall smoother. + tr.position += pushDownOffset * Vector3.up; + } + // We were not grounded but just landed on something + else if (!grounded && IsGroundedTest()) { + grounded = true; + jumping.jumping = false; + SubtractNewPlatformVelocity(); + + SendMessage("OnLand", SendMessageOptions.DontRequireReceiver); + } + + // Moving platforms support + if (MoveWithPlatform()) { + // Use the center of the lower half sphere of the capsule as reference point. + // This works best when the character is standing on moving tilting platforms. + movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius); + movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint); + + // Support moving platform rotation as well: + movingPlatform.activeGlobalRotation = tr.rotation; + movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; + } +} + +function FixedUpdate () { + if (movingPlatform.enabled) { + if (movingPlatform.activePlatform != null) { + if (!movingPlatform.newPlatform) { + var lastVelocity : Vector3 = movingPlatform.platformVelocity; + + movingPlatform.platformVelocity = ( + movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) + - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) + ) / Time.deltaTime; + } + movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix; + movingPlatform.newPlatform = false; + } + else { + movingPlatform.platformVelocity = Vector3.zero; + } + } + + if (useFixedUpdate) + UpdateFunction(); +} + +function Update () { + if (!useFixedUpdate) + UpdateFunction(); +} + +private function ApplyInputVelocityChange (velocity : Vector3) { + if (!canControl) + inputMoveDirection = Vector3.zero; + + // Find desired velocity + var desiredVelocity : Vector3; + if (grounded && TooSteep()) { + // The direction we're sliding in + desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized; + // Find the input movement direction projected onto the sliding direction + var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity); + // Add the sliding direction, the spped control, and the sideways control vectors + desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl; + // Multiply with the sliding speed + desiredVelocity *= sliding.slidingSpeed; + } + else + desiredVelocity = GetDesiredHorizontalVelocity(); + + if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) { + desiredVelocity += movement.frameVelocity; + desiredVelocity.y = 0; + } + + if (grounded) + desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal); + else + velocity.y = 0; + + // Enforce max velocity change + var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime; + var velocityChangeVector : Vector3 = (desiredVelocity - velocity); + if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) { + velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange; + } + // If we're in the air and don't have control, don't apply any velocity change at all. + // If we're on the ground and don't have control we do apply it - it will correspond to friction. + if (grounded || canControl) + velocity += velocityChangeVector; + + if (grounded) { + // When going uphill, the CharacterController will automatically move up by the needed amount. + // Not moving it upwards manually prevent risk of lifting off from the ground. + // When going downhill, DO move down manually, as gravity is not enough on steep hills. + velocity.y = Mathf.Min(velocity.y, 0); + } + + return velocity; +} + +private function ApplyGravityAndJumping (velocity : Vector3) { + + if (!inputJump || !canControl) { + jumping.holdingJumpButton = false; + jumping.lastButtonDownTime = -100; + } + + if (inputJump && jumping.lastButtonDownTime < 0 && canControl) + jumping.lastButtonDownTime = Time.time; + + if (grounded) + velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime; + else { + velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime; + + // When jumping up we don't apply gravity for some time when the user is holding the jump button. + // This gives more control over jump height by pressing the button longer. + if (jumping.jumping && jumping.holdingJumpButton) { + // Calculate the duration that the extra jump force should have effect. + // If we're still less than that duration after the jumping time, apply the force. + if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) { + // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards. + velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; + } + } + + // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. + velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed); + } + + if (grounded) { + // Jump only if the jump button was pressed down in the last 0.2 seconds. + // We use this check instead of checking if it's pressed down right now + // because players will often try to jump in the exact moment when hitting the ground after a jump + // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence, + // it's confusing and it feels like the game is buggy. + if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) { + grounded = false; + jumping.jumping = true; + jumping.lastStartTime = Time.time; + jumping.lastButtonDownTime = -100; + jumping.holdingJumpButton = true; + + // Calculate the jumping direction + if (TooSteep()) + jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount); + else + jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount); + + // Apply the jumping force to the velocity. Cancel any vertical velocity first. + velocity.y = 0; + velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight); + + // Apply inertia from platform + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + movement.frameVelocity = movingPlatform.platformVelocity; + velocity += movingPlatform.platformVelocity; + } + + SendMessage("OnJump", SendMessageOptions.DontRequireReceiver); + } + else { + jumping.holdingJumpButton = false; + } + } + + return velocity; +} + +function OnControllerColliderHit (hit : ControllerColliderHit) { + if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) { + if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero) + groundNormal = hit.normal; + else + groundNormal = lastGroundNormal; + + movingPlatform.hitPlatform = hit.collider.transform; + movement.hitPoint = hit.point; + movement.frameVelocity = Vector3.zero; + } +} + +private function SubtractNewPlatformVelocity () { + // When landing, subtract the velocity of the new ground from the character's velocity + // since movement in ground is relative to the movement of the ground. + if (movingPlatform.enabled && + (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || + movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) + ) { + // If we landed on a new platform, we have to wait for two FixedUpdates + // before we know the velocity of the platform under the character + if (movingPlatform.newPlatform) { + var platform : Transform = movingPlatform.activePlatform; + yield WaitForFixedUpdate(); + yield WaitForFixedUpdate(); + if (grounded && platform == movingPlatform.activePlatform) + yield 1; + } + movement.velocity -= movingPlatform.platformVelocity; + } +} + +private function MoveWithPlatform () : boolean { + return ( + movingPlatform.enabled + && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) + && movingPlatform.activePlatform != null + ); +} + +private function GetDesiredHorizontalVelocity () { + // Find desired velocity + var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection); + var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection); + if (grounded) { + // Modify max speed on slopes based on slope speed multiplier curve + var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg; + maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle); + } + return tr.TransformDirection(desiredLocalDirection * maxSpeed); +} + +private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 { + var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity); + return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; +} + +private function IsGroundedTest () { + return (groundNormal.y > 0.01); +} + +function GetMaxAcceleration (grounded : boolean) : float { + // Maximum acceleration on ground and in air + if (grounded) + return movement.maxGroundAcceleration; + else + return movement.maxAirAcceleration; +} + +function CalculateJumpVerticalSpeed (targetJumpHeight : float) { + // From the jump height and gravity we deduce the upwards speed + // for the character to reach at the apex. + return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); +} + +function IsJumping () { + return jumping.jumping; +} + +function IsSliding () { + return (grounded && sliding.enabled && TooSteep()); +} + +function IsTouchingCeiling () { + return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; +} + +function IsGrounded () { + return grounded; +} + +function TooSteep () { + return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); +} + +function GetDirection () { + return inputMoveDirection; +} + +function SetControllable (controllable : boolean) { + canControl = controllable; +} + +// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. +// The function returns the length of the resulting vector. +function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float { + if (desiredMovementDirection == Vector3.zero) + return 0; + else { + var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; + var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; + var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed; + return length; + } +} + +function SetVelocity (velocity : Vector3) { + grounded = false; + movement.velocity = velocity; + movement.frameVelocity = Vector3.zero; + SendMessage("OnExternalVelocity"); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterController) +@script AddComponentMenu ("Character/Character Motor") diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta new file mode 100644 index 0000000..aa2679c --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0ab79d7f243824f5d9826bd83522c8df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js new file mode 100644 index 0000000..3b00bff --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js @@ -0,0 +1,37 @@ +private var motor : CharacterMotor; + +// Use this for initialization +function Awake () { + motor = GetComponent(CharacterMotor); +} + +// Update is called once per frame +function Update () { + // Get the input vector from kayboard or analog stick + var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); + + if (directionVector != Vector3.zero) { + // Get the length of the directon vector and then normalize it + // Dividing by the length is cheaper than normalizing when we already have the length anyway + var directionLength = directionVector.magnitude; + directionVector = directionVector / directionLength; + + // Make sure the length is no bigger than 1 + directionLength = Mathf.Min(1, directionLength); + + // Make the input vector more sensitive towards the extremes and less sensitive in the middle + // This makes it easier to control slow speeds when using analog sticks + directionLength = directionLength * directionLength; + + // Multiply the normalized direction vector by the modified length + directionVector = directionVector * directionLength; + } + + // Apply the direction to the CharacterMotor + motor.inputMoveDirection = transform.rotation * directionVector; + motor.inputJump = Input.GetButton("Jump"); +} + +// Require a character controller to be attached to the same game object +@script RequireComponent (CharacterMotor) +@script AddComponentMenu ("Character/FPS Input Controller") diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta new file mode 100644 index 0000000..6628019 --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60bca8f58a0b8478e946e6e86658cb29 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs new file mode 100644 index 0000000..84dc566 --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using System.Collections; + +/// MouseLook rotates the transform based on the mouse delta. +/// Minimum and Maximum values can be used to constrain the possible rotation + +/// To make an FPS style character: +/// - Create a capsule. +/// - Add the MouseLook script to the capsule. +/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) +/// - Add FPSInputController script to the capsule +/// -> A CharacterMotor and a CharacterController component will be automatically added. + +/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. +/// - Add a MouseLook script to the camera. +/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) +[AddComponentMenu("Camera-Control/Mouse Look")] +public class MouseLook : MonoBehaviour { + + public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } + public RotationAxes axes = RotationAxes.MouseXAndY; + public float sensitivityX = 15F; + public float sensitivityY = 15F; + + public float minimumX = -360F; + public float maximumX = 360F; + + public float minimumY = -60F; + public float maximumY = 60F; + + float rotationY = 0F; + + void Update () + { + if (axes == RotationAxes.MouseXAndY) + { + float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; + + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); + } + else if (axes == RotationAxes.MouseX) + { + transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); + } + else + { + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); + } + } + + void Start () + { + // Make the rigid body not change rotation + if (GetComponent()) + GetComponent().freezeRotation = true; + } +} \ No newline at end of file diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta new file mode 100644 index 0000000..084b969 --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68ec2fe99d1108b9d0006a298d76c639 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs new file mode 100644 index 0000000..a04253d --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs @@ -0,0 +1,392 @@ +using UnityEngine; +using System.Collections; + + +[ExecuteInEditMode] // Make water live-update even when not in play mode +public class Water : MonoBehaviour +{ + public enum WaterMode { + Simple = 0, + Reflective = 1, + Refractive = 2, + }; + public WaterMode m_WaterMode = WaterMode.Refractive; + public bool m_DisablePixelLights = true; + public int m_TextureSize = 256; + public float m_ClipPlaneOffset = 0.07f; + + public LayerMask m_ReflectLayers = -1; + public LayerMask m_RefractLayers = -1; + + private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table + private Hashtable m_RefractionCameras = new Hashtable(); // Camera -> Camera table + + private RenderTexture m_ReflectionTexture = null; + private RenderTexture m_RefractionTexture = null; + private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; + private int m_OldReflectionTextureSize = 0; + private int m_OldRefractionTextureSize = 0; + + private static bool s_InsideWater = false; + + // This is called when it's known that the object will be rendered by some + // camera. We render reflections / refractions and do other updates here. + // Because the script executes in edit mode, reflections for the scene view + // camera will just work! + public void OnWillRenderObject() + { + if( !enabled || !GetComponent() || !GetComponent().sharedMaterial || !GetComponent().enabled ) + return; + + Camera cam = Camera.current; + if( !cam ) + return; + + // Safeguard from recursive water reflections. + if( s_InsideWater ) + return; + s_InsideWater = true; + + // Actual water rendering mode depends on both the current setting AND + // the hardware support. There's no point in rendering refraction textures + // if they won't be visible in the end. + m_HardwareWaterSupport = FindHardwareWaterSupport(); + WaterMode mode = GetWaterMode(); + + Camera reflectionCamera, refractionCamera; + CreateWaterObjects( cam, out reflectionCamera, out refractionCamera ); + + // find out the reflection plane: position and normal in world space + Vector3 pos = transform.position; + Vector3 normal = transform.up; + + // Optionally disable pixel lights for reflection/refraction + int oldPixelLightCount = QualitySettings.pixelLightCount; + if( m_DisablePixelLights ) + QualitySettings.pixelLightCount = 0; + + UpdateCameraModes( cam, reflectionCamera ); + UpdateCameraModes( cam, refractionCamera ); + + // Render reflection if needed + if( mode >= WaterMode.Reflective ) + { + // Reflect camera around reflection plane + float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset; + Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + CalculateReflectionMatrix (ref reflection, reflectionPlane); + Vector3 oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint( oldpos ); + reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f ); + Matrix4x4 projection = cam.projectionMatrix; + CalculateObliqueMatrix (ref projection, clipPlane); + reflectionCamera.projectionMatrix = projection; + + reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer + reflectionCamera.targetTexture = m_ReflectionTexture; + GL.SetRevertBackfacing (true); + reflectionCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + reflectionCamera.Render(); + reflectionCamera.transform.position = oldpos; + GL.SetRevertBackfacing (false); + GetComponent().sharedMaterial.SetTexture( "_ReflectionTex", m_ReflectionTexture ); + } + + // Render refraction + if( mode >= WaterMode.Refractive ) + { + refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane( refractionCamera, pos, normal, -1.0f ); + Matrix4x4 projection = cam.projectionMatrix; + CalculateObliqueMatrix (ref projection, clipPlane); + refractionCamera.projectionMatrix = projection; + + refractionCamera.cullingMask = ~(1<<4) & m_RefractLayers.value; // never render water layer + refractionCamera.targetTexture = m_RefractionTexture; + refractionCamera.transform.position = cam.transform.position; + refractionCamera.transform.rotation = cam.transform.rotation; + refractionCamera.Render(); + GetComponent().sharedMaterial.SetTexture( "_RefractionTex", m_RefractionTexture ); + } + + // Restore pixel light count + if( m_DisablePixelLights ) + QualitySettings.pixelLightCount = oldPixelLightCount; + + // Setup shader keywords based on water mode + switch( mode ) + { + case WaterMode.Simple: + Shader.EnableKeyword( "WATER_SIMPLE" ); + Shader.DisableKeyword( "WATER_REFLECTIVE" ); + Shader.DisableKeyword( "WATER_REFRACTIVE" ); + break; + case WaterMode.Reflective: + Shader.DisableKeyword( "WATER_SIMPLE" ); + Shader.EnableKeyword( "WATER_REFLECTIVE" ); + Shader.DisableKeyword( "WATER_REFRACTIVE" ); + break; + case WaterMode.Refractive: + Shader.DisableKeyword( "WATER_SIMPLE" ); + Shader.DisableKeyword( "WATER_REFLECTIVE" ); + Shader.EnableKeyword( "WATER_REFRACTIVE" ); + break; + } + + s_InsideWater = false; + } + + + // Cleanup all the objects we possibly have created + void OnDisable() + { + if( m_ReflectionTexture ) { + DestroyImmediate( m_ReflectionTexture ); + m_ReflectionTexture = null; + } + if( m_RefractionTexture ) { + DestroyImmediate( m_RefractionTexture ); + m_RefractionTexture = null; + } + foreach( DictionaryEntry kvp in m_ReflectionCameras ) + DestroyImmediate( ((Camera)kvp.Value).gameObject ); + m_ReflectionCameras.Clear(); + foreach( DictionaryEntry kvp in m_RefractionCameras ) + DestroyImmediate( ((Camera)kvp.Value).gameObject ); + m_RefractionCameras.Clear(); + } + + + // This just sets up some matrices in the material; for really + // old cards to make water texture scroll. + void Update() + { + if( !GetComponent() ) + return; + Material mat = GetComponent().sharedMaterial; + if( !mat ) + return; + + Vector4 waveSpeed = mat.GetVector( "WaveSpeed" ); + float waveScale = mat.GetFloat( "_WaveScale" ); + Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); + + // Time since level load, and do intermediate calculations with doubles + double t = Time.timeSinceLevelLoad / 20.0; + Vector4 offsetClamped = new Vector4( + (float)System.Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), + (float)System.Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), + (float)System.Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), + (float)System.Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) + ); + + mat.SetVector( "_WaveOffset", offsetClamped ); + mat.SetVector( "_WaveScale4", waveScale4 ); + + Vector3 waterSize = GetComponent().bounds.size; + Vector3 scale = new Vector3( waterSize.x*waveScale4.x, waterSize.z*waveScale4.y, 1 ); + Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale ); + mat.SetMatrix( "_WaveMatrix", scrollMatrix ); + + scale = new Vector3( waterSize.x*waveScale4.z, waterSize.z*waveScale4.w, 1 ); + scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale ); + mat.SetMatrix( "_WaveMatrix2", scrollMatrix ); + } + + private void UpdateCameraModes( Camera src, Camera dest ) + { + if( dest == null ) + return; + // set water camera to clear the same way as current camera + dest.clearFlags = src.clearFlags; + dest.backgroundColor = src.backgroundColor; + if( src.clearFlags == CameraClearFlags.Skybox ) + { + Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; + Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; + if( !sky || !sky.material ) + { + mysky.enabled = false; + } + else + { + mysky.enabled = true; + mysky.material = sky.material; + } + } + // update other values to match current camera. + // even if we are supplying custom camera&projection matrices, + // some of values are used elsewhere (e.g. skybox uses far plane) + dest.farClipPlane = src.farClipPlane; + dest.nearClipPlane = src.nearClipPlane; + dest.orthographic = src.orthographic; + dest.fieldOfView = src.fieldOfView; + dest.aspect = src.aspect; + dest.orthographicSize = src.orthographicSize; + } + + // On-demand create any objects we need for water + private void CreateWaterObjects( Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera ) + { + WaterMode mode = GetWaterMode(); + + reflectionCamera = null; + refractionCamera = null; + + if( mode >= WaterMode.Reflective ) + { + // Reflection render texture + if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize ) + { + if( m_ReflectionTexture ) + DestroyImmediate( m_ReflectionTexture ); + m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); + m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); + m_ReflectionTexture.isPowerOfTwo = true; + m_ReflectionTexture.hideFlags = HideFlags.DontSave; + m_OldReflectionTextureSize = m_TextureSize; + } + + // Camera for reflection + reflectionCamera = m_ReflectionCameras[currentCamera] as Camera; + if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = new GameObject( "Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) ); + reflectionCamera = go.GetComponent(); + reflectionCamera.enabled = false; + reflectionCamera.transform.position = transform.position; + reflectionCamera.transform.rotation = transform.rotation; + reflectionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_ReflectionCameras[currentCamera] = reflectionCamera; + } + } + + if( mode >= WaterMode.Refractive ) + { + // Refraction render texture + if( !m_RefractionTexture || m_OldRefractionTextureSize != m_TextureSize ) + { + if( m_RefractionTexture ) + DestroyImmediate( m_RefractionTexture ); + m_RefractionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); + m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); + m_RefractionTexture.isPowerOfTwo = true; + m_RefractionTexture.hideFlags = HideFlags.DontSave; + m_OldRefractionTextureSize = m_TextureSize; + } + + // Camera for refraction + refractionCamera = m_RefractionCameras[currentCamera] as Camera; + if( !refractionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = new GameObject( "Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) ); + refractionCamera = go.GetComponent(); + refractionCamera.enabled = false; + refractionCamera.transform.position = transform.position; + refractionCamera.transform.rotation = transform.rotation; + refractionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_RefractionCameras[currentCamera] = refractionCamera; + } + } + } + + private WaterMode GetWaterMode() + { + if( m_HardwareWaterSupport < m_WaterMode ) + return m_HardwareWaterSupport; + else + return m_WaterMode; + } + + private WaterMode FindHardwareWaterSupport() + { + if( !SystemInfo.supportsRenderTextures || !GetComponent() ) + return WaterMode.Simple; + + Material mat = GetComponent().sharedMaterial; + if( !mat ) + return WaterMode.Simple; + + string mode = mat.GetTag("WATERMODE", false); + if( mode == "Refractive" ) + return WaterMode.Refractive; + if( mode == "Reflective" ) + return WaterMode.Reflective; + + return WaterMode.Simple; + } + + // Extended sign: returns -1, 0 or 1 based on sign of a + private static float sgn(float a) + { + if (a > 0.0f) return 1.0f; + if (a < 0.0f) return -1.0f; + return 0.0f; + } + + // Given position/normal of the plane, calculates plane in camera space. + private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint( offsetPos ); + Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign; + return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) ); + } + + // Adjusts the given projection matrix so that near plane is the given clipPlane + // clipPlane is given in camera space. See article in Game Programming Gems 5 and + // http://aras-p.info/texts/obliqueortho.html + private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane) + { + Vector4 q = projection.inverse * new Vector4( + sgn(clipPlane.x), + sgn(clipPlane.y), + 1.0f, + 1.0f + ); + Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q))); + // third row = clip plane - fourth row + projection[2] = c.x - projection[3]; + projection[6] = c.y - projection[7]; + projection[10] = c.z - projection[11]; + projection[14] = c.w - projection[15]; + } + + // Calculates reflection matrix around the given plane + private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]); + reflectionMat.m01 = ( - 2F*plane[0]*plane[1]); + reflectionMat.m02 = ( - 2F*plane[0]*plane[2]); + reflectionMat.m03 = ( - 2F*plane[3]*plane[0]); + + reflectionMat.m10 = ( - 2F*plane[1]*plane[0]); + reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]); + reflectionMat.m12 = ( - 2F*plane[1]*plane[2]); + reflectionMat.m13 = ( - 2F*plane[3]*plane[1]); + + reflectionMat.m20 = ( - 2F*plane[2]*plane[0]); + reflectionMat.m21 = ( - 2F*plane[2]*plane[1]); + reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]); + reflectionMat.m23 = ( - 2F*plane[3]*plane[2]); + + reflectionMat.m30 = 0F; + reflectionMat.m31 = 0F; + reflectionMat.m32 = 0F; + reflectionMat.m33 = 1F; + } +} diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs.meta b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs.meta new file mode 100644 index 0000000..d88282a --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Scripts/Water.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Shaders.meta b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Shaders.meta new file mode 100644 index 0000000..cc66cdb --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 157fcd8b3279876449258dcbf505b005 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Shaders/FX-Water.shader b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Shaders/FX-Water.shader new file mode 100644 index 0000000..f581721 --- /dev/null +++ b/Assets/Destroyed_city_FREE/Standard Assets/Water (Pro Only)/Sources/Shaders/FX-Water.shader @@ -0,0 +1,214 @@ +#warning Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "FX/Water" { +Properties { + _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 + _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 + _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 + _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) + _Fresnel ("Fresnel (A) ", 2D) = "gray" {} + _BumpMap ("Normalmap ", 2D) = "bump" {} + WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) + _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} + _ReflectiveColorCube ("Reflective color cube (RGB) fresnel (A)", Cube) = "" { TexGen CubeReflect } + _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) + _MainTex ("Fallback texture", 2D) = "" {} + _ReflectionTex ("Internal Reflection", 2D) = "" {} + _RefractionTex ("Internal Refraction", 2D) = "" {} +} + + +// ----------------------------------------------------------- +// Fragment program cards + + +Subshader { + Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } + Pass { +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma fragmentoption ARB_precision_hint_fastest +#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +#define HAS_REFLECTION 1 +#endif +#if defined (WATER_REFRACTIVE) +#define HAS_REFRACTION 1 +#endif + + +#include "UnityCG.cginc" + +uniform float4 _WaveScale4; +uniform float4 _WaveOffset; + +#if HAS_REFLECTION +uniform float _ReflDistort; +#endif +#if HAS_REFRACTION +uniform float _RefrDistort; +#endif + +struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; +}; + +struct v2f { + float4 pos : SV_POSITION; + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + float4 ref : TEXCOORD0; + float2 bumpuv0 : TEXCOORD1; + float2 bumpuv1 : TEXCOORD2; + float3 viewDir : TEXCOORD3; + #else + float2 bumpuv0 : TEXCOORD0; + float2 bumpuv1 : TEXCOORD1; + float3 viewDir : TEXCOORD2; + #endif + +}; + +v2f vert(appdata v) +{ + v2f o; + o.pos = UnityObjectToClipPos (v.vertex); + + // scroll bump waves + float4 temp; + temp.xyzw = v.vertex.xzxz * _WaveScale4 / 1.0 + _WaveOffset; + o.bumpuv0 = temp.xy; + o.bumpuv1 = temp.wz; + + // object space view direction (will normalize per pixel) + o.viewDir.xzy = ObjSpaceViewDir(v.vertex); + + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + o.ref = ComputeScreenPos(o.pos); + #endif + + return o; +} + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +sampler2D _ReflectionTex; +#endif +#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) +sampler2D _ReflectiveColor; +#endif +#if defined (WATER_REFRACTIVE) +sampler2D _Fresnel; +sampler2D _RefractionTex; +uniform float4 _RefrColor; +#endif +#if defined (WATER_SIMPLE) +uniform float4 _HorizonColor; +#endif +sampler2D _BumpMap; + +half4 frag( v2f i ) : COLOR +{ + i.viewDir = normalize(i.viewDir); + + // combine two scrolling bumpmaps into one + half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb; + half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb; + half3 bump = (bump1 + bump2) * 0.5; + + // fresnel factor + half fresnelFac = dot( i.viewDir, bump ); + + // perturb reflection/refraction UVs by bumpmap, and lookup colors + + #if HAS_REFLECTION + float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort; + half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) ); + #endif + #if HAS_REFRACTION + float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort; + half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor; + #endif + + // final color is between refracted and reflected based on fresnel + half4 color; + + #if defined(WATER_REFRACTIVE) + half fresnel = tex2D( _Fresnel, float2(fresnelFac,fresnelFac) ).a; + color = lerp( refr, refl, fresnel ); + #endif + + #if defined(WATER_REFLECTIVE) + half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); + color.rgb = lerp( water.rgb, refl.rgb, water.a ); + color.a = refl.a * water.a; + #endif + + #if defined(WATER_SIMPLE) + half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); + color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a ); + color.a = _HorizonColor.a; + #endif + + return color; +} +ENDCG + + } +} + +// ----------------------------------------------------------- +// Old cards + +// three texture, cubemaps +Subshader { + Tags { "WaterMode"="Simple" "RenderType"="Opaque" } + Pass { + Color (0.5,0.5,0.5,0.5) + SetTexture [_MainTex] { + Matrix [_WaveMatrix] + combine texture * primary + } + SetTexture [_MainTex] { + Matrix [_WaveMatrix2] + combine texture * primary + previous + } + SetTexture [_ReflectiveColorCube] { + combine texture +- previous, primary + Matrix [_Reflection] + } + } +} + +// dual texture, cubemaps +Subshader { + Tags { "WaterMode"="Simple" "RenderType"="Opaque" } + Pass { + Color 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This includes materials for the two provided example road materials. The terrain material in the demo scene +can be upgraded through the Unity built-in SRP material upgrade option. + +Additional info will be available in the "SRP Package Notes" file in the EasyRoads3D root directory after importing the respective SRP package. + +There will be a notification when no matching package could be found. In that case please contact us. + +Email: info@easyroads3d.com \ No newline at end of file diff --git a/Assets/EasyRoads3D/SRP Support Packages/_Readme.txt.meta b/Assets/EasyRoads3D/SRP Support Packages/_Readme.txt.meta new file mode 100644 index 0000000..a8d3039 --- /dev/null +++ b/Assets/EasyRoads3D/SRP Support Packages/_Readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 71c547f73819794459fa374025abe915 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EasyRoads3D/_Release Notes.txt b/Assets/EasyRoads3D/_Release Notes.txt new file mode 100644 index 0000000..d9698c5 --- /dev/null +++ b/Assets/EasyRoads3D/_Release Notes.txt @@ -0,0 +1,23 @@ +Release Notes v3.2.0f3 : 24-05-2021 + +Version changes according EasyRoads3D Pro v3.2.0f3 that also apply to the free version + +Full Release notes: +http://www.easyroads3d.com/releaseNotes.php + +For URP and HDRP projects the repective Lit shader can be used. This does not include the terrain z-fighting controls but should work well. And optionally the road network can be raised a little bit higher above the terrain. +The EasyRoads3D Pro package does include a range of additional materials / shaders. Both URP and HDRP support packages are included + + +Forum: http://forum.unity3d.com/threads/easyroads3d-v3-the-upcoming-new-road-system.229327/ + +EasyRoads3D Pro: https://assetstore.unity.com/packages/tools/terrain/easyroads3d-pro-v3-469 + + +Install Notes: + +To install this update in an existing EasyRoads3D project it is recommended to follow the next steps: + +1. Open a new scene. +2. Simply import package updates over the existing install without first removing the previous package. +3. Open your scene. \ No newline at end of file diff --git a/Assets/EasyRoads3D/_Release Notes.txt.meta b/Assets/EasyRoads3D/_Release Notes.txt.meta new file mode 100644 index 0000000..71f1ddc --- /dev/null +++ b/Assets/EasyRoads3D/_Release Notes.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cfd431ed882884a499661acb541119e3 +timeCreated: 1452868252 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EasyRoads3D/_readme .txt b/Assets/EasyRoads3D/_readme .txt new file mode 100644 index 0000000..7e9246f --- /dev/null +++ b/Assets/EasyRoads3D/_readme .txt @@ -0,0 +1,20 @@ + +Thank you for downloading the free version of EasyRoads3D! + + +It is recommended to read the manual carefully to get the most out of all the EasyRoads3D features. + +Please subscribe to the newletter if you like to receive information about updates. + + +The manual, including a Quick Start section, is located in the EasyRoads3D root directory. + +This is a first release of the free version similar to the previous v2 free version. Any feedback is welcome. 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The face distance can be set in the Inspector for the first / last marker +// Standard 3D Project Usage: Set Material Render Queue to AlphaTest 2450 + +Shader "EasyRoads3D/ER Dirt Road Fade In - Out" +{ + Properties + { + [Space] + [Header(Road)] + [Space] + _MainTex("Albedo", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + _Metallic("Metallic (R) AO (G) Smoothness (A)", 2D) = "gray" {} + _MainMetallicPower1("Metallic Power", Range( 0 , 2)) = 0 + _MainSmoothnessPower1("Smoothness Power", Range( 0 , 2)) = 1 + _OcclusionStrength1("Ambient Occlusion Power", Range( 0 , 2)) = 1 + _BumpMap("Normal Map", 2D) = "bump" {} + _BumpScale("Normal Map Scale", Range( 0 , 4)) = 1 + [Space] + [Space] + [Header(Terrain Z Fighting Offset)] + [Space] + _OffsetFactor ("Offset Factor", Range(0.0,-10.0)) = -1 + _OffsetUnit ("Offset Unit", Range(0.0,-10.0)) = -1 + [Space] + + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+2450" "IgnoreProjector" = "True" } + LOD 200 + Cull Back + Offset [_OffsetFactor] , [_OffsetUnit] + Blend SrcAlpha OneMinusSrcAlpha + + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + struct Input + { + float2 uv_texcoord; + float4 vertexColor : COLOR; + }; + + uniform half _BumpScale; + uniform sampler2D _BumpMap; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float4 _Color; + uniform sampler2D _Metallic; + uniform float4 _Metallic_ST; + uniform half _MainMetallicPower1; + uniform half _MainSmoothnessPower1; + uniform half _OcclusionStrength1; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + o.Normal = UnpackScaleNormal( tex2D( _BumpMap, i.uv_texcoord ), _BumpScale ); + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + o.Albedo = ( tex2DNode1 * _Color ).rgb; + float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; + float4 tex2DNode2 = tex2D( _Metallic, uv_Metallic ); + o.Metallic = ( tex2DNode2.r * _MainMetallicPower1 ); + o.Smoothness = ( tex2DNode2.a * _MainSmoothnessPower1 ); + o.Occlusion = ( tex2DNode2.g * _OcclusionStrength1 ); + o.Alpha = ( ( tex2DNode1.a * _Color.a ) * i.vertexColor.a ); + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float3 worldPos : TEXCOORD2; + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + half4 color : COLOR0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + o.worldPos = worldPos; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + o.color = v.color; + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = IN.worldPos; + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.vertexColor = IN.color; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; + clip( alphaRef - 0.01 ); + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + +} + + + + + diff --git a/Assets/EasyRoads3D/shaders/ER Road Transparency.shader.meta b/Assets/EasyRoads3D/shaders/ER Road Transparency.shader.meta new file mode 100644 index 0000000..6363fb6 --- /dev/null +++ b/Assets/EasyRoads3D/shaders/ER Road Transparency.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0a71a8de312724b469e9caf9464e8351 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EasyRoads3D/shaders/ER Road.shader b/Assets/EasyRoads3D/shaders/ER Road.shader new file mode 100644 index 0000000..37cf193 --- /dev/null +++ b/Assets/EasyRoads3D/shaders/ER Road.shader @@ -0,0 +1,1699 @@ +// © 2021 EasyRoads3D +// This is a standard road shader +// Standard 3D Project Usage: Set Material Render Queue to AlphaTest 2450 + +Shader "EasyRoads3D/ER Road" +{ + Properties + { + [Space] + [Header(Main Maps)] + [Space] + _MainTex("Albedo", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + _Metallic("Metallic (R) AO (G) Smoothness (A)", 2D) = "gray" {} + _MainMetallicPower("Metallic Power", Range( 0 , 2)) = 0 + _MainSmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1 + _OcclusionStrength("Ambient Occlusion Power", Range( 0 , 2)) = 1 + _BumpMap("Normal Map", 2D) = "bump" {} + _BumpScale("Normal Map Scale", Range( 0 , 4)) = 1 + [Space] + [Space] + [Header(Terrain Z Fighting Offset)] + [Space] + _OffsetFactor ("Offset Factor", Range(-10.0, 0.0)) = -1 + _OffsetUnit ("Offset Unit", Range(-10.0, 0.0)) = -1 + [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 + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } + Cull Back + AlphaToMask Off + HLSLINCLUDE + #pragma target 2.0 + + #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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset [_OffsetFactor] , [_OffsetUnit] + ColorMask RGBA + + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + #if ASE_SRP_VERSION <= 70108 + #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord1 : TEXCOORD1; + float4 texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 lightmapUVOrVertexSH : TEXCOORD0; + half4 fogFactorAndVertexLight : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float4 _Metallic_ST; + half _BumpScale; + half _MainMetallicPower; + half _MainSmoothnessPower; + half _OcclusionStrength; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _MainTex; + sampler2D _BumpMap; + sampler2D _Metallic; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_texcoord7.xy = v.texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord7.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 positionVS = TransformWorldToView( positionWS ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); + + o.tSpace0 = float4( normalInput.normalWS, positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); + + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + #ifdef ASE_FOG + half fogFactor = ComputeFogFactor( positionCS.z ); + #else + half fogFactor = 0; + #endif + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(positionCS); + #endif + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #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); + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #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 ); + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + #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_MainTex = IN.ase_texcoord7.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + + float2 texCoord26 = IN.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + float3 unpack5 = UnpackNormalScale( tex2D( _BumpMap, texCoord26 ), _BumpScale ); + unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) ); + + float2 uv_Metallic = IN.ase_texcoord7.xy * _Metallic_ST.xy + _Metallic_ST.zw; + float4 tex2DNode23 = tex2D( _Metallic, uv_Metallic ); + + float3 Albedo = ( tex2DNode1 * _Color ).rgb; + float3 Normal = unpack5; + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = ( tex2DNode23.r * _MainMetallicPower ); + float Smoothness = ( tex2DNode23.a * _MainSmoothnessPower ); + float Occlusion = ( tex2DNode23.g * _OcclusionStrength ); + 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 = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + 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 + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #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 + + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + #ifdef _ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + half4 color = UniversalFragmentPBR( + inputData, + Albedo, + Metallic, + Specular, + Smoothness, + Occlusion, + Emission, + Alpha); + + #ifdef _TRANSMISSION_ASE + { + float shadow = _TransmissionShadow; + + Light mainLight = GetMainLight( inputData.shadowCoord ); + float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; + mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); + half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; + color.rgb += Albedo * mainTransmission; + + #ifdef _ADDITIONAL_LIGHTS + int transPixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < transPixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + 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 += Albedo * transmission; + } + #endif + } + #endif + + #ifdef _TRANSLUCENCY_ASE + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + Light mainLight = GetMainLight( inputData.shadowCoord ); + float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; + mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); + + half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; + half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); + half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; + color.rgb += Albedo * mainTranslucency * strength; + + #ifdef _ADDITIONAL_LIGHTS + int transPixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < transPixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + 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 += Albedo * translucency * strength; + } + #endif + } + #endif + + #ifdef _REFRACTION_ASE + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * 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 + + return color; + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_SHADOWCASTER + + #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" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float4 _Metallic_ST; + half _BumpScale; + half _MainMetallicPower; + half _MainSmoothnessPower; + half _OcclusionStrength; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _MainTex; + + + + float3 _LightDirection; + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + 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.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + float3 normalWS = TransformObjectToWorldDir(v.ase_normal); + + float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, clipPos.w * 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 = clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + o.clipPos = clipPos; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #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.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + + float Alpha = tex2DNode1.a; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + return 0; + } + + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask 0 + AlphaToMask Off + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_DEPTHONLY + + #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" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float4 _Metallic_ST; + half _BumpScale; + half _MainMetallicPower; + half _MainSmoothnessPower; + half _OcclusionStrength; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _MainTex; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_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.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #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.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + + float Alpha = tex2DNode1.a; + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + + + + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float4 _Metallic_ST; + half _BumpScale; + half _MainMetallicPower; + half _MainSmoothnessPower; + half _OcclusionStrength; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _MainTex; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_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.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = o.clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.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; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + + + float3 Albedo = ( tex2DNode1 * _Color ).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 = Albedo; + metaInput.Emission = Emission; + + return MetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset [_OffsetFactor] , [_OffsetUnit] + ColorMask RGBA + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float4 _Metallic_ST; + half _BumpScale; + half _MainMetallicPower; + half _MainSmoothnessPower; + half _OcclusionStrength; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _MainTex; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + o.ase_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.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); + + + float3 Albedo = ( tex2DNode1 * _Color ).rgb; + float Alpha = tex2DNode1.a; + float AlphaClipThreshold = 0.5; + + half4 color = half4( Albedo, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback "Hidden/InternalErrorShader" + +} + diff --git a/Assets/EasyRoads3D/shaders/ER Road.shader.meta b/Assets/EasyRoads3D/shaders/ER Road.shader.meta new file mode 100644 index 0000000..1b9b67c --- /dev/null +++ b/Assets/EasyRoads3D/shaders/ER Road.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f12bc267e00e17749bbf7369d21bb7ea +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EasyRoads3D/shaders/ER Surface.shader b/Assets/EasyRoads3D/shaders/ER Surface.shader new file mode 100644 index 0000000..c922cb6 --- /dev/null +++ b/Assets/EasyRoads3D/shaders/ER Surface.shader @@ -0,0 +1,1624 @@ +// © 2021 EasyRoads3D +// This shader is used in Edit Mode on the surfaces surrounding the roads controlable from: General Settings > Scene Settings > Hide White Surfaces + +Shader "EasyRoads3D/ER Edit Mode Surface" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + + + _Color("Color", Color) = (1,1,1,1) + [Space] + [Space] + [Header(Active State)] + [Space] + [Toggle]_Show("Show Surfaces", Range( 0 , 1)) = 1 + [Space] + [Space] + [Header(Terrain Z Fighting Offset)] + [Space] + _OffsetFactor ("Offset Factor", Range(-10.0, 0.0)) = -1 + _OffsetUnit ("Offset Unit", Range(-10.0, 0.0)) = -1 + + + //_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 + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } + Cull Back + AlphaToMask Off + HLSLINCLUDE + #pragma target 2.0 + + #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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset [_OffsetFactor] , [_OffsetUnit] + ColorMask RGBA + + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + #if ASE_SRP_VERSION <= 70108 + #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord1 : TEXCOORD1; + float4 texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 lightmapUVOrVertexSH : TEXCOORD0; + half4 fogFactorAndVertexLight : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD6; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float _Show; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 positionVS = TransformWorldToView( positionWS ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); + + o.tSpace0 = float4( normalInput.normalWS, positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); + + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + #ifdef ASE_FOG + half fogFactor = ComputeFogFactor( positionCS.z ); + #else + half fogFactor = 0; + #endif + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(positionCS); + #endif + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #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); + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #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 ); + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + + float3 Albedo = _Color.rgb; + float3 Normal = float3(0, 0, 1); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = 0; + float Smoothness = 0.5; + float Occlusion = 1; + float Alpha = ( _Color.a * _Show ); + 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 = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + 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 + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #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 + + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + #ifdef _ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + half4 color = UniversalFragmentPBR( + inputData, + Albedo, + Metallic, + Specular, + Smoothness, + Occlusion, + Emission, + Alpha); + + #ifdef _TRANSMISSION_ASE + { + float shadow = _TransmissionShadow; + + Light mainLight = GetMainLight( inputData.shadowCoord ); + float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; + mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); + half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; + color.rgb += Albedo * mainTransmission; + + #ifdef _ADDITIONAL_LIGHTS + int transPixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < transPixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + 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 += Albedo * transmission; + } + #endif + } + #endif + + #ifdef _TRANSLUCENCY_ASE + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + Light mainLight = GetMainLight( inputData.shadowCoord ); + float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; + mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); + + half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; + half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); + half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; + color.rgb += Albedo * mainTranslucency * strength; + + #ifdef _ADDITIONAL_LIGHTS + int transPixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < transPixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + 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 += Albedo * translucency * strength; + } + #endif + } + #endif + + #ifdef _REFRACTION_ASE + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * 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 + + return color; + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_SHADOWCASTER + + #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" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float _Show; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + float3 _LightDirection; + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + float3 normalWS = TransformObjectToWorldDir(v.ase_normal); + + float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, clipPos.w * 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 = clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + o.clipPos = clipPos; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #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.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + float Alpha = ( _Color.a * _Show ); + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + return 0; + } + + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask 0 + AlphaToMask Off + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_DEPTHONLY + + #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" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float _Show; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #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.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + float Alpha = ( _Color.a * _Show ); + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + + + + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float _Show; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = o.clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + 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.vertex; + o.ase_normal = v.ase_normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float3 Albedo = _Color.rgb; + float3 Emission = 0; + float Alpha = ( _Color.a * _Show ); + float AlphaClipThreshold = 0.5; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = Albedo; + metaInput.Emission = Emission; + + return MetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset [_OffsetFactor] , [_OffsetUnit] + ColorMask RGBA + + HLSLPROGRAM + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 80301 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float _Show; + #ifdef _TRANSMISSION_ASE + float _TransmissionShadow; + #endif + #ifdef _TRANSLUCENCY_ASE + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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 ); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float3 Albedo = _Color.rgb; + float Alpha = ( _Color.a * _Show ); + float AlphaClipThreshold = 0.5; + + half4 color = half4( Albedo, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback "Hidden/InternalErrorShader" + +} + diff --git a/Assets/EasyRoads3D/shaders/ER Surface.shader.meta b/Assets/EasyRoads3D/shaders/ER Surface.shader.meta new file mode 100644 index 0000000..7081d7d --- /dev/null +++ b/Assets/EasyRoads3D/shaders/ER Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c64d59d8c0a593b488900eb2eec7504d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EasyRoads3D/shaders/EasyRoads3D - Unity Standard 2018+.shader b/Assets/EasyRoads3D/shaders/EasyRoads3D - Unity Standard 2018+.shader new file mode 100644 index 0000000..f3928c1 --- /dev/null +++ b/Assets/EasyRoads3D/shaders/EasyRoads3D - Unity Standard 2018+.shader @@ -0,0 +1,349 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +Shader "EasyRoads3D/EasyRoads3D - Standard Unity 2018" +{ + Properties + { + _Color("Color", Color) = (1,1,1,1) + _MainTex("Albedo", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + + [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + _EmissionColor("Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale("Scale", Float) = 1.0 + _DetailNormalMap("Normal Map", 2D) = "bump" {} + + [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 + + + // Blending state + [HideInInspector] _Mode ("__mode", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + } + + CGINCLUDE + #define UNITY_SETUP_BRDF_INPUT MetallicSetup + ENDCG + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + Offset -3, -3 + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma multi_compile_instancing + // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. + //#pragma multi_compile _ LOD_FADE_CROSSFADE + + #pragma vertex vertBase + #pragma fragment fragBase + #include "UnityStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. + //#pragma multi_compile _ LOD_FADE_CROSSFADE + + #pragma vertex vertAdd + #pragma fragment fragAdd + #include "UnityStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 3.0 + + // ------------------------------------- + + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _PARALLAXMAP + #pragma multi_compile_shadowcaster + #pragma multi_compile_instancing + // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. + //#pragma multi_compile _ LOD_FADE_CROSSFADE + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Deferred pass + Pass + { + Name "DEFERRED" + Tags { "LightMode" = "Deferred" } + + CGPROGRAM + #pragma target 3.0 + #pragma exclude_renderers nomrt + + + // ------------------------------------- + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature _PARALLAXMAP + + #pragma multi_compile_prepassfinal + #pragma multi_compile_instancing + // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes. + //#pragma multi_compile _ LOD_FADE_CROSSFADE + + #pragma vertex vertDeferred + #pragma fragment fragDeferred + + #include "UnityStandardCore.cginc" + + ENDCG + } + + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "UnityStandardMeta.cginc" + ENDCG + } + } + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 150 + Offset -3, -3 + + // ------------------------------------------------------------------ + // Base forward pass (directional light, emission, lightmaps, ...) + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 2.0 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF + // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + + #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma vertex vertBase + #pragma fragment fragBase + #include "UnityStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Additive forward pass (one light per pass) + Pass + { + Name "FORWARD_DELTA" + Tags { "LightMode" = "ForwardAdd" } + Blend [_SrcBlend] One + Fog { Color (0,0,0,0) } // in additive pass fog should be black + ZWrite Off + ZTest LEqual + + CGPROGRAM + #pragma target 2.0 + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature ___ _DETAIL_MULX2 + // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP + #pragma skip_variants SHADOWS_SOFT + + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + + #pragma vertex vertAdd + #pragma fragment fragAdd + #include "UnityStandardCoreForward.cginc" + + ENDCG + } + // ------------------------------------------------------------------ + // Shadow rendering pass + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 2.0 + + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma skip_variants SHADOWS_SOFT + #pragma multi_compile_shadowcaster + + #pragma vertex vertShadowCaster + #pragma fragment fragShadowCaster + + #include "UnityStandardShadow.cginc" + + ENDCG + } + + // ------------------------------------------------------------------ + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags { "LightMode"="Meta" } + + Cull Off + + CGPROGRAM + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "UnityStandardMeta.cginc" + ENDCG + } + } + + + FallBack "VertexLit" + CustomEditor "StandardShaderGUI" +} diff --git a/Assets/EasyRoads3D/shaders/EasyRoads3D - Unity Standard 2018+.shader.meta b/Assets/EasyRoads3D/shaders/EasyRoads3D - Unity Standard 2018+.shader.meta new file mode 100644 index 0000000..978ef95 --- /dev/null +++ b/Assets/EasyRoads3D/shaders/EasyRoads3D - Unity Standard 2018+.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9e2e2a8e97d306e4d91720e1324356dd +timeCreated: 1529522612 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EasyRoads3D/shaders/EasyRoads3D-Road-Edit-Mode.shader b/Assets/EasyRoads3D/shaders/EasyRoads3D-Road-Edit-Mode.shader new file mode 100644 index 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userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Chair_B.fbx b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Chair_B.fbx new file mode 100644 index 0000000..1ef5878 Binary files /dev/null and b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Chair_B.fbx differ diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Chair_B.fbx.meta b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Chair_B.fbx.meta new file mode 100644 index 0000000..89b672d --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Chair_B.fbx.meta @@ -0,0 +1,87 @@ +fileFormatVersion: 2 +guid: 74bd41a0048b70a4b95cc80f58fbd457 +timeCreated: 1440964964 +licenseType: Store +ModelImporter: + serializedVersion: 18 + fileIDToRecycleName: + 100000: //RootNode + 100002: lo_Prop_Chair_B_LOD0 + 100004: lo_Prop_Chair_B_LOD1 + 400000: //RootNode + 400002: lo_Prop_Chair_B_LOD0 + 400004: lo_Prop_Chair_B_LOD1 + 2300000: //RootNode + 2300002: lo_Prop_Chair_B_LOD0 + 2300004: lo_Prop_Chair_B_LOD1 + 3300000: //RootNode + 3300002: lo_Prop_Chair_B_LOD0 + 3300004: lo_Prop_Chair_B_LOD1 + 4300000: lo_Prop_Chair_B + 4300002: lo_Prop_Chair_B_LOD1 + 4300004: lo_Prop_Chair_B_LOD0 + 20500000: //RootNode + materials: + importMaterials: 0 + materialName: 0 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: + - .25 + - .00999999978 + globalScale: 1 + meshCompression: 1 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 1 + useFileUnits: 1 + optimizeMeshForGPU: 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+ materials: + importMaterials: 0 + materialName: 0 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: + - .25 + - .00999999978 + globalScale: 1 + meshCompression: 1 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 1 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + 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animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: + - .25 + - .00999999978 + globalScale: 1 + meshCompression: 1 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 1 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 0 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Sofa_A.fbx b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Sofa_A.fbx new file mode 100644 index 0000000..3b91a72 Binary files /dev/null and b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Sofa_A.fbx differ diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Sofa_A.fbx.meta b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Sofa_A.fbx.meta new file mode 100644 index 0000000..e5ae730 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Sofa_A.fbx.meta @@ -0,0 +1,87 @@ +fileFormatVersion: 2 +guid: 8d26495cd3a904b4da2f6c636f9c466c +timeCreated: 1440955336 +licenseType: Store +ModelImporter: + serializedVersion: 18 + fileIDToRecycleName: + 100000: //RootNode + 100002: lo_Prop_Sofa_A_LOD0 + 100004: lo_Prop_Sofa_A_LOD1 + 400000: //RootNode + 400002: lo_Prop_Sofa_A_LOD0 + 400004: lo_Prop_Sofa_A_LOD1 + 2300000: //RootNode + 2300002: lo_Prop_Sofa_A_LOD0 + 2300004: lo_Prop_Sofa_A_LOD1 + 3300000: //RootNode + 3300002: lo_Prop_Sofa_A_LOD0 + 3300004: lo_Prop_Sofa_A_LOD1 + 4300000: lo_Prop_Sofa_A + 4300002: lo_Prop_Sofa_A_LOD1 + 4300004: lo_Prop_Sofa_A_LOD0 + 20500000: //RootNode + materials: + importMaterials: 0 + materialName: 0 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: + - .25 + - .00999999978 + globalScale: 1 + meshCompression: 1 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 1 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 0 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_A.fbx b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_A.fbx new file mode 100644 index 0000000..1fc66e3 Binary files /dev/null and b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_A.fbx differ diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_A.fbx.meta b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_A.fbx.meta new file mode 100644 index 0000000..2bfc3c1 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_A.fbx.meta @@ -0,0 +1,87 @@ +fileFormatVersion: 2 +guid: 33f33dc868f91ef4dbcd8e056f537976 +timeCreated: 1440964963 +licenseType: Store +ModelImporter: + serializedVersion: 18 + fileIDToRecycleName: + 100000: //RootNode + 100002: lo_Prop_Vase_A_LOD0 + 100004: lo_Prop_Vase_A_LOD1 + 400000: //RootNode + 400002: lo_Prop_Vase_A_LOD0 + 400004: lo_Prop_Vase_A_LOD1 + 2300000: //RootNode + 2300002: lo_Prop_Vase_A_LOD0 + 2300004: lo_Prop_Vase_A_LOD1 + 3300000: //RootNode + 3300002: lo_Prop_Vase_A_LOD0 + 3300004: lo_Prop_Vase_A_LOD1 + 4300000: lo_Prop_Vase_A + 4300002: lo_Prop_Vase_A_LOD1 + 4300004: lo_Prop_Vase_A_LOD0 + 20500000: //RootNode + materials: + importMaterials: 0 + materialName: 0 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: + - .25 + - .00999999978 + globalScale: 1 + meshCompression: 1 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 1 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 0 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_B.fbx b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_B.fbx new file mode 100644 index 0000000..df2e2ab Binary files /dev/null and b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_B.fbx differ diff --git a/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_B.fbx.meta b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_B.fbx.meta new file mode 100644 index 0000000..4f8b6d0 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Meshes/mProps/lo_Prop_Vase_B.fbx.meta @@ -0,0 +1,87 @@ +fileFormatVersion: 2 +guid: 6be9ebbcf714925409f0be3e8b8d01fb +timeCreated: 1440964964 +licenseType: Store +ModelImporter: + serializedVersion: 18 + fileIDToRecycleName: + 100000: //RootNode + 100002: lo_Prop_Vase_B_LOD0 + 100004: lo_Prop_Vase_B_LOD1 + 400000: //RootNode + 400002: lo_Prop_Vase_B_LOD0 + 400004: lo_Prop_Vase_B_LOD1 + 2300000: //RootNode + 2300002: lo_Prop_Vase_B_LOD0 + 2300004: lo_Prop_Vase_B_LOD1 + 3300000: //RootNode + 3300002: lo_Prop_Vase_B_LOD0 + 3300004: lo_Prop_Vase_B_LOD1 + 4300000: lo_Prop_Vase_B + 4300002: lo_Prop_Vase_B_LOD1 + 4300004: lo_Prop_Vase_B_LOD0 + 20500000: //RootNode + materials: + importMaterials: 0 + materialName: 0 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: + - .25 + - .00999999978 + globalScale: 1 + meshCompression: 1 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 1 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 0 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Shaders.meta b/Assets/Flooded_Grounds/Content/Shaders.meta new file mode 100644 index 0000000..9e26b7e --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d5206a84aefb8db4bb2d6769ddd24be3 +folderAsset: yes +timeCreated: 1427455912 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_TopBlend.shader b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_TopBlend.shader new file mode 100644 index 0000000..666e145 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_TopBlend.shader @@ -0,0 +1,99 @@ +Shader "Flooded_Grounds/PBR_TopBlend" { + Properties { + _MainTex ("Base Albedo (RGB)", 2D) = "white" {} + _Spc("Base Metalness(R) Smoothness(A)", 2D) = "black" {} + _BumpMap ("Base Normal", 2D) = "bump" {} + _AO("Base AO", 2D)= "white" {} + _layer1Tex ("Layer1 Albedo (RGB) Smoothness (A)", 2D) = "white" {} + _layer1Metal ("Layer1 Metalness", Range(0,1)) = 0 + _layer1Norm("Layer 1 Normal", 2D) = "bump" {} + _layer1Breakup ("Layer1 Breakup (R)", 2D) = "white" {} + _layer1BreakupAmnt ("Layer1 Breakup Amount", Range(0,1)) = 0.5 + _layer1Tiling("Layer1 Tiling", float) = 10 + _Power ("Layer1 Blend Amount", float ) = 1 + _Shift("Layer1 Blend Height", float) = 1 + _DetailBump ("Detail Normal", 2D) = "bump" {} + _DetailInt ("DetailNormal Intensity", Range(0,1)) = 0.4 + _DetailTiling("DetailNormal Tiling", float) = 2 + } + + CGINCLUDE + #define _GLOSSYENV 1 + #define UNITY_SETUP_BRDF_INPUT MetallicSetup + ENDCG + + SubShader { + Tags { "RenderType"="Opaque" "Queue" = "Geometry" } + LOD 500 + + CGPROGRAM + #include "UnityPBSLighting.cginc" + #pragma surface surf Standard + #pragma target 3.0 + + + sampler2D _MainTex, _Spc, _BumpMap, _AO, _DetailBump, _layer1Tex, _layer1Norm, _layer1Breakup; + half3 _layer1Color, _SelfIlum; + half _Power, _DetailInt, _DetailTiling, _layer1Tiling, _layer1Metal, _layer1BreakupAmnt, _Shift, _VMask; + + + + struct Input { + half2 uv_MainTex; + half2 uv_BumpMap; + half3 worldNormal; INTERNAL_DATA + + }; + + + void surf (Input IN, inout SurfaceOutputStandard o) { + + + half3 layer1direction = half3(0,1,0); + + + //Texture Inputs + half3 main = tex2D (_MainTex, IN.uv_MainTex); + half3 norm = UnpackNormal(tex2D (_BumpMap, IN.uv_BumpMap)); + half4 spec = tex2D(_Spc, IN.uv_MainTex); + half3 ao = tex2D(_AO, IN.uv_BumpMap); + half4 layer1 = tex2D (_layer1Tex, IN.uv_MainTex * _layer1Tiling); + half3 layer1norm = UnpackNormal(tex2D(_layer1Norm, IN.uv_MainTex * _layer1Tiling)); + + half layer1Breakup = tex2D (_layer1Breakup, IN.uv_MainTex * _layer1Tiling).r; + + half3 detnorm = UnpackNormal(tex2D (_DetailBump, IN.uv_MainTex * _DetailTiling)); + + half3 modNormal = norm + half3(layer1norm.r * 0.6, layer1norm.g * 0.6, 0); + + + //Prepare Blend Masks + half blend = dot(WorldNormalVector(IN, modNormal), layer1direction); + + + + half blend2 = (blend * _Power + _Shift) * lerp(1, layer1Breakup, _layer1BreakupAmnt); + + blend2 = saturate(pow(blend2, 3)); + + + + //Combine Normals + half3 blendedNormal = lerp(norm, layer1norm, blend2); + blendedNormal = blendedNormal + (detnorm * half3(_DetailInt,_DetailInt,0)); + + //Combine Diffuse layers + half3 blendedColor = lerp(main, layer1, blend2); + + o.Albedo = blendedColor; + o.Occlusion = ao.rgb; + o.Smoothness = lerp(spec.a, layer1.a, blend2); + o.Metallic = lerp(spec.r, _layer1Metal, blend2); + o.Normal = blendedNormal.rgb; + + + } + ENDCG + } + FallBack "Bumped Specular" +} \ No newline at end of file diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_TopBlend.shader.meta b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_TopBlend.shader.meta new file mode 100644 index 0000000..c28060d --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_TopBlend.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1a302063efeed7d49a2f2100a375a14f +timeCreated: 1427665078 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_Water.shader b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_Water.shader new file mode 100644 index 0000000..a52b618 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_Water.shader @@ -0,0 +1,109 @@ +Shader "Flooded_Grounds/PBR_Water" { +Properties { + _Color ("Main Color", Color) = (1,1,1,1) + _Emis("Self-Ilumination", Range(0,1)) = 0.1 + _Smth("Smoothness", Range(0,1)) = 0.9 + _Parallax ("Height", Range (0.005, 0.08)) = 0.02 + _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpMap2 ("Normalmap2", 2D) = "bump" {} + _BumpLerp("Normalmap2 Blend", Range(0,1)) = 0.5 + _ParallaxMap ("Heightmap", 2D) = "black" {} + _ScrollSpeed("Scroll Speed", float) = 0.2 + _WaveFreq("Wave Frequency", float) = 20 + _WaveHeight("Wave Height", float) = 0.1 + + //_Opacity("Opacity", Range(0,1)) = 0.8 + +} + + CGINCLUDE + #define _GLOSSYENV 1 + #define UNITY_SETUP_BRDF_INPUT MetallicSetup + ENDCG + +SubShader { + Tags { "RenderType"="Opaque" "Queue"="Geometry" "RenderPipeline"="UniversalPipeline" "UniversalMaterialType" = "Lit"} + LOD 200 + + HLSLPROGRAM + #include "UnityPBSLighting.cginc" + #pragma surface surf Standard vertex:vert + #pragma target 3.0 + + + + sampler2D _MainTex, _BumpMap, _BumpMap2, _ParallaxMap; + fixed4 _Color; + half _ScrollSpeed, _WaveFreq, _Smoothness, _WaveHeight; + float _Parallax; + half _Smth, _Emis, _BumpLerp; + //half _Opacity; + + +struct Input { + half2 uv_MainTex; + half2 uv_BumpMap; + half2 uv_BumpMap2; + half2 uv_ParallaxMap; + half3 viewDir; + INTERNAL_DATA +}; + +void vert (inout appdata_full v) { + float phase = _Time * _WaveFreq; + float offset = (v.vertex.x + (v.vertex.z * 2)) * 8; + v.vertex.y = sin(phase + offset) * _WaveHeight; +} + + +void surf (Input IN, inout SurfaceOutputStandard o) { + + half scrollX = _ScrollSpeed * _Time; + half scrollY = (_ScrollSpeed * _Time) * 0.5; + + half scrollX2 = (1 - _ScrollSpeed) * _Time; + half scrollY2 = (1 - _ScrollSpeed * _Time) * 0.5; + + IN.uv_ParallaxMap = IN.uv_ParallaxMap + half2(scrollX * 0.2, scrollY * 0.2); + + half h = tex2D (_ParallaxMap, IN.uv_ParallaxMap).r; + half2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); + + + IN.uv_MainTex = IN.uv_MainTex + offset + half2(scrollX, scrollY); + + half2 uv1 = IN.uv_BumpMap + offset + half2(scrollX, scrollY); + half2 uv2 = IN.uv_BumpMap + offset + half2(scrollX2, scrollY2); + + half3 nrml = UnpackNormal(tex2D(_BumpMap, uv1)); + half3 nrml2 = UnpackNormal(tex2D(_BumpMap, uv2)); + + half3 nrml3 = UnpackNormal(tex2D(_BumpMap2, IN.uv_BumpMap2)); + + + half4 tex = tex2D(_MainTex, IN.uv_MainTex); + + half3 finalnormal = lerp(nrml.rgb + (nrml2.rgb * half3(1,1,0)), nrml3, _BumpLerp); + + + + + o.Albedo = tex * _Color; + + o.Smoothness = _Smth; + o.Metallic = 0; + o.Emission = tex * _Color * _Emis; + + o.Normal = normalize(finalnormal); + //o.Alpha = _Opacity; + +} +ENDHLSL + + + +} + +FallBack "Diffuse" +} diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_Water.shader.meta b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_Water.shader.meta new file mode 100644 index 0000000..ebcd9e7 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_PBR_Water.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ff4f7c50660ba9b4495472673ef5af91 +timeCreated: 1427455920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_Skybox_Rotating.shader b/Assets/Flooded_Grounds/Content/Shaders/FG_Skybox_Rotating.shader new file mode 100644 index 0000000..f23b302 --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_Skybox_Rotating.shader @@ -0,0 +1,73 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Flooded_Grounds/Skybox_Rotating" { +Properties { + _Tint ("Tint Color", Color) = (.5, .5, .5, .5) + [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 + _Rotation ("Rotation", Range(0, 360)) = 0 + _RotSpeed ("Rotation Speed", Range(0, 360)) = 0 + [NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {} +} + +SubShader { + Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } + Cull Off ZWrite Off + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + samplerCUBE _Tex; + half4 _Tex_HDR; + half4 _Tint; + half _Exposure; + float _Rotation, _RotSpeed; + + float4 RotateAroundYInDegrees (float4 vertex, float degrees) + { + float alpha = degrees * UNITY_PI / 180.0; + float sina, cosa; + sincos(alpha, sina, cosa); + float2x2 m = float2x2(cosa, -sina, sina, cosa); + return float4(mul(m, vertex.xz), vertex.yw).xzyw; + } + + struct appdata_t { + float4 vertex : POSITION; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float3 texcoord : TEXCOORD0; + }; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(RotateAroundYInDegrees(v.vertex, _Rotation + (_Time * _RotSpeed))); + o.texcoord = v.vertex.xyz; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + + + half4 tex = texCUBE (_Tex, i.texcoord); + + half3 c = DecodeHDR (tex, _Tex_HDR); + c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; + c *= _Exposure; + return half4(c, 1); + } + ENDCG + } +} + + +Fallback Off + +} diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_Skybox_Rotating.shader.meta b/Assets/Flooded_Grounds/Content/Shaders/FG_Skybox_Rotating.shader.meta new file mode 100644 index 0000000..448cc9a --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_Skybox_Rotating.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ffb3e37e9a528d24582c94c7e42fb97d +timeCreated: 1441046957 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Flooded_Grounds/Content/Shaders/FG_Triplanar_BumpSpec.shader b/Assets/Flooded_Grounds/Content/Shaders/FG_Triplanar_BumpSpec.shader new file mode 100644 index 0000000..def6bfc --- /dev/null +++ b/Assets/Flooded_Grounds/Content/Shaders/FG_Triplanar_BumpSpec.shader @@ -0,0 +1,114 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + + +Shader "Flooded_Grounds/Triplanar_BumpSpec" +{ + Properties + { + _TexScale ("Tex Scale", Range (0.1, 10.0))= 1.0 + _BlendPlateau ("BlendPlateau", Range (0.0, 1.0)) = 0.2 + _MainTex ("Base 1 (RGB) Gloss(A)", 2D) = "white" {} + _BumpMap1 ("NormalMap 1 (_Y_X)", 2D) = "bump" {} + + _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + + Category + { + SubShader + { + ZWrite On + Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"} + LOD 400 + + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Lambert vertex:vertLocal alphatest:_Cutoff + + sampler2D _MainTex, _BumpMap1; + half _TexScale, _BlendPlateau; + + + struct Input + { + float3 thisPos; + float3 thisNormal; + half4 color : COLOR; + }; + + // Vertex program is determined in pragma above + void vertWorld (inout appdata_full v, out Input o) + { + o.thisNormal = mul(unity_ObjectToWorld, float4(v.normal, 0.0f)).xyz; + o.thisPos = mul(unity_ObjectToWorld, v.vertex); + } + + void vertLocal (inout appdata_full v, out Input o) + { + o.thisNormal = v.normal; + o.thisPos = v.vertex;// * _TexScale; + o.color = v.color; + } + + + void surf (Input IN, inout SurfaceOutput o) + { + // Determine the blend weights for the 3 planar projections. + half3 blend_weights = abs( IN.thisNormal.xyz ); // Tighten up the blending zone: + + blend_weights = (blend_weights - _BlendPlateau); // (blend_weights - 0.2) * 7; * 7 has no effect. + blend_weights = max(blend_weights, 0); // Force weights to sum to 1.0 (very important!) + blend_weights /= (blend_weights.x + blend_weights.y + blend_weights.z ).xxx; + + // Now determine a color value and bump vector for each of the 3 + // projections, blend them, and store blended results in these two vectors: + half4 blended_color; // .w hold spec value Not true in this shader + half3 blended_bumpvec; + + // Compute the UV coords for each of the 3 planar projections. + // tex_scale (default ~ 1.0) determines how big the textures appear. + half2 coord1 = IN.thisPos.yz * _TexScale; + half2 coord2 = IN.thisPos.zx * _TexScale; + half2 coord3 = IN.thisPos.xy * _TexScale; + + // Sample color maps for each projection, at those UV coords. + half4 col1 = tex2D(_MainTex, coord1); + half4 col2 = tex2D(_MainTex, coord2); + half4 col3 = tex2D(_MainTex, coord3); + + // Sample bump maps too, and generate bump vectors. 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