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(PlayerPrefs.GetInt("Language", -1) == -1) { diff --git a/Assets/Scripts/HandManager.cs b/Assets/Scripts/HandManager.cs index 948a645..e6ceb37 100644 --- a/Assets/Scripts/HandManager.cs +++ b/Assets/Scripts/HandManager.cs @@ -19,6 +19,7 @@ public class HandManager : MonoBehaviour public float SecondsUnitlCorrect = 1f; public bool TestMode = false; + // All possible Alphabet letters // private static char[] ALPHABET = new char[] { 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'S', 'T', 'U', 'V', 'W', 'X', 'Y' }; @@ -87,9 +88,12 @@ public void LoadNewHand() { Debug.Log("loaded"); char alphabetChar = LearnManger.GetLetterMode(TestMode); + CurrentLetterText.text = alphabetChar.ToString(); _ObjectiveHandForm = HandData.GetHandForm(alphabetChar); UpdateVirtualHandPos(); + + } public void LoadFirstHand() @@ -101,6 +105,7 @@ public void LoadFirstHand() LearnManger.Init(HandData.ALPHABET.ToCharArray()); char alphabetChar = LearnManger.GetLetterMode(TestMode); + CurrentLetterText.text = alphabetChar.ToString(); _ObjectiveHandForm = HandData.GetHandForm(alphabetChar); diff --git a/Assets/Scripts/LearnManger.cs b/Assets/Scripts/LearnManger.cs index 9cd4cf1..2368671 100644 --- a/Assets/Scripts/LearnManger.cs +++ b/Assets/Scripts/LearnManger.cs @@ -11,13 +11,15 @@ public static class LearnManger private static List _LearnedLetters = new List(); private static List _MasterdLetters = new List(); - private static List[] _AllLetters = { _NewLetters, _LearnedLetters, _MasterdLetters }; + public static List[] _AllLetters = { _NewLetters, _LearnedLetters, _MasterdLetters }; private static int[] _LearnOrder = { 0, 1, 2 }; private static int[] _TestOrder = { 1, 2, 0 }; public static bool IsInitalized = false; + private static char _CurrentLetter; + public static void Init(char[] alphabet) { foreach (char letter in alphabet) @@ -34,12 +36,13 @@ public static char GetLetterMode(bool TestMode) { if(TestMode) { - return GetLetter(_TestOrder); + _CurrentLetter 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1 + Vector1_F3A863FF("FrenselPower", Float) = 0.5 + Vector1_4074C868("Frensel Opacity", Float) = 1 + Vector1_ED18166C("FadeDepth", Float) = 1000 + } + SubShader + { + Tags + { + "RenderPipeline"="UniversalPipeline" + "RenderType"="Transparent" + "Queue"="Transparent+0" + } + + Pass + { + Name "Pass" + Tags + { + // LightMode: + } + + // Render State + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + Cull Off + ZTest LEqual + ZWrite On + // ColorMask: + + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + // Debug + // + + // -------------------------------------------------- + // Pass + + // Pragmas + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + #pragma multi_compile_instancing + + // Keywords + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma shader_feature _ _SAMPLE_GI + // GraphKeywords: + + // Defines + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _AlphaClip 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define VARYINGS_NEED_POSITION_WS + #define VARYINGS_NEED_NORMAL_WS + #define VARYINGS_NEED_VIEWDIRECTION_WS + #define FEATURES_GRAPH_VERTEX + #define SHADERPASS_UNLIT + #define REQUIRE_DEPTH_TEXTURE + + // Includes + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + // -------------------------------------------------- + // Graph + + // Graph Properties + CBUFFER_START(UnityPerMaterial) + float4 Vector4_F9BF86A4; + float Vector1_37F2A07E; + float Vector1_62892E34; + float Vector1_C7F9BC69; + float4 Vector4_B6649628; + float4 Color_982234E; + float4 Color_4089CE7A; + float Vector1_8E963D5; + float Vector1_AECCD54A; + float Vector1_F0BE3006; + float Vector1_6BAC9A68; + float Vector1_5ED40136; + float Vector1_DFA4C9D3; + float Vector1_C4072198; + float Vector1_F3A863FF; + float Vector1_4074C868; + float Vector1_ED18166C; + CBUFFER_END + + // Graph Functions + + void Unity_Rotate_About_Axis_Degrees_float(float3 In, float3 Axis, float Rotation, out float3 Out) + { + Rotation = radians(Rotation); + + float s = sin(Rotation); + float c = cos(Rotation); + float one_minus_c = 1.0 - c; + + Axis = normalize(Axis); + + float3x3 rot_mat = { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, + one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, + one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c + }; + + Out = mul(rot_mat, In); + } + + void Unity_Multiply_float(float A, float B, out float Out) + { + Out = A * B; + } + + void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out) + { + Out = UV * Tiling + Offset; + } + + + float2 Unity_GradientNoise_Dir_float(float2 p) + { + // Permutation and hashing used in webgl-nosie goo.gl/pX7HtC + p = p % 289; + float x = (34 * p.x + 1) * p.x % 289 + p.y; + x = (34 * x + 1) * x % 289; + x = frac(x / 41) * 2 - 1; + return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); + } + + void Unity_GradientNoise_float(float2 UV, float Scale, out float Out) + { + float2 p = UV * Scale; + float2 ip = floor(p); + float2 fp = frac(p); + float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp); + float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1)); + float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0)); + float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1)); + fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); + Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5; + } + + void Unity_Add_float(float A, float B, out float Out) + { + Out = A + B; + } + + void Unity_Divide_float(float A, float B, out float Out) + { + Out = A / B; + } + + void Unity_Saturate_float(float In, out float Out) + { + Out = saturate(In); + } + + void Unity_Power_float(float A, float B, out float Out) + { + Out = pow(A, B); + } + + void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG) + { + RGBA = float4(R, G, B, A); + RGB = float3(R, G, B); + RG = float2(R, G); + } + + void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) + { + Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); + } + + void Unity_Absolute_float(float In, out float Out) + { + Out = abs(In); + } + + void Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out) + { + Out = smoothstep(Edge1, Edge2, In); + } + + void Unity_Multiply_float(float3 A, float3 B, out float3 Out) + { + Out = A * B; + } + + void Unity_Add_float3(float3 A, float3 B, out float3 Out) + { + Out = A + B; + } + + void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out) + { + Out = lerp(A, B, T); + } + + void Unity_FresnelEffect_float(float3 Normal, float3 ViewDir, float Power, out float Out) + { + Out = pow((1.0 - saturate(dot(normalize(Normal), normalize(ViewDir)))), Power); + } + + void Unity_Add_float4(float4 A, float4 B, out float4 Out) + { + Out = A + B; + } + + void Unity_SceneDepth_Eye_float(float4 UV, out float Out) + { + Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy), _ZBufferParams); + } + + void Unity_Subtract_float(float A, float B, out float Out) + { + Out = A - B; + } + + // Graph Vertex + struct VertexDescriptionInputs + { + float3 ObjectSpaceNormal; + float3 ObjectSpaceTangent; + float3 ObjectSpacePosition; + float3 AbsoluteWorldSpacePosition; + float3 TimeParameters; + }; + + struct VertexDescription + { + float3 VertexPosition; + float3 VertexNormal; + float3 VertexTangent; + }; + + VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) + { + VertexDescription description = (VertexDescription)0; + float _Property_31BA0AD9_Out_0 = Vector1_8E963D5; + float _Property_3C5B259_Out_0 = Vector1_AECCD54A; + float4 _Property_5632646D_Out_0 = Vector4_F9BF86A4; + float _Split_55D0BCE5_R_1 = _Property_5632646D_Out_0[0]; + float _Split_55D0BCE5_G_2 = _Property_5632646D_Out_0[1]; + float _Split_55D0BCE5_B_3 = _Property_5632646D_Out_0[2]; + float _Split_55D0BCE5_A_4 = _Property_5632646D_Out_0[3]; + float3 _RotateAboutAxis_D26A2BC7_Out_3; + Unity_Rotate_About_Axis_Degrees_float(IN.AbsoluteWorldSpacePosition, (_Property_5632646D_Out_0.xyz), _Split_55D0BCE5_A_4, _RotateAboutAxis_D26A2BC7_Out_3); + float _Property_81426031_Out_0 = Vector1_62892E34; + float _Multiply_F54EAFD8_Out_2; + Unity_Multiply_float(_Property_81426031_Out_0, IN.TimeParameters.x, _Multiply_F54EAFD8_Out_2); + float2 _TilingAndOffset_166FCC6_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_166FCC6_Out_3); + float _Property_1556047C_Out_0 = Vector1_37F2A07E; + float _GradientNoise_BA765EAA_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_166FCC6_Out_3, _Property_1556047C_Out_0, _GradientNoise_BA765EAA_Out_2); + float2 _TilingAndOffset_F368CF6E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_F368CF6E_Out_3); + float _GradientNoise_578ADE08_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_F368CF6E_Out_3, _Property_1556047C_Out_0, _GradientNoise_578ADE08_Out_2); + float _Add_EC2BDC4A_Out_2; + Unity_Add_float(_GradientNoise_BA765EAA_Out_2, _GradientNoise_578ADE08_Out_2, _Add_EC2BDC4A_Out_2); + float _Divide_24FB0AD0_Out_2; + Unity_Divide_float(_Add_EC2BDC4A_Out_2, 2, _Divide_24FB0AD0_Out_2); + float _Saturate_6E0633DE_Out_1; + Unity_Saturate_float(_Divide_24FB0AD0_Out_2, _Saturate_6E0633DE_Out_1); + float _Property_C3F02F9F_Out_0 = Vector1_F0BE3006; + float _Power_EA222828_Out_2; + Unity_Power_float(_Saturate_6E0633DE_Out_1, _Property_C3F02F9F_Out_0, _Power_EA222828_Out_2); + float4 _Property_927253F1_Out_0 = Vector4_B6649628; + float _Split_28DE5C6_R_1 = _Property_927253F1_Out_0[0]; + float _Split_28DE5C6_G_2 = _Property_927253F1_Out_0[1]; + float _Split_28DE5C6_B_3 = _Property_927253F1_Out_0[2]; + float _Split_28DE5C6_A_4 = _Property_927253F1_Out_0[3]; + float4 _Combine_B3EF3B79_RGBA_4; + float3 _Combine_B3EF3B79_RGB_5; + float2 _Combine_B3EF3B79_RG_6; + Unity_Combine_float(_Split_28DE5C6_R_1, _Split_28DE5C6_G_2, 0, 0, _Combine_B3EF3B79_RGBA_4, _Combine_B3EF3B79_RGB_5, _Combine_B3EF3B79_RG_6); + float4 _Combine_15195D25_RGBA_4; + float3 _Combine_15195D25_RGB_5; + float2 _Combine_15195D25_RG_6; + Unity_Combine_float(_Split_28DE5C6_B_3, _Split_28DE5C6_A_4, 0, 0, _Combine_15195D25_RGBA_4, _Combine_15195D25_RGB_5, _Combine_15195D25_RG_6); + float _Remap_A4F7EB75_Out_3; + Unity_Remap_float(_Power_EA222828_Out_2, _Combine_B3EF3B79_RG_6, _Combine_15195D25_RG_6, _Remap_A4F7EB75_Out_3); + float _Absolute_7670B6DF_Out_1; + Unity_Absolute_float(_Remap_A4F7EB75_Out_3, _Absolute_7670B6DF_Out_1); + float _Smoothstep_F90FF633_Out_3; + Unity_Smoothstep_float(_Property_31BA0AD9_Out_0, _Property_3C5B259_Out_0, _Absolute_7670B6DF_Out_1, _Smoothstep_F90FF633_Out_3); + float _Property_C76A5676_Out_0 = Vector1_5ED40136; + float _Multiply_6EDCD7F2_Out_2; + Unity_Multiply_float(IN.TimeParameters.x, _Property_C76A5676_Out_0, _Multiply_6EDCD7F2_Out_2); + float2 _TilingAndOffset_EFBE272E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_6EDCD7F2_Out_2.xx), _TilingAndOffset_EFBE272E_Out_3); + float _Property_2EE1B7C1_Out_0 = Vector1_6BAC9A68; + float _GradientNoise_4B361D1E_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_EFBE272E_Out_3, _Property_2EE1B7C1_Out_0, _GradientNoise_4B361D1E_Out_2); + float _Property_E389C913_Out_0 = Vector1_DFA4C9D3; + float _Multiply_831A5769_Out_2; + Unity_Multiply_float(_GradientNoise_4B361D1E_Out_2, _Property_E389C913_Out_0, _Multiply_831A5769_Out_2); + float _Add_C773703A_Out_2; + Unity_Add_float(_Smoothstep_F90FF633_Out_3, _Multiply_831A5769_Out_2, _Add_C773703A_Out_2); + float _Add_52522480_Out_2; + Unity_Add_float(1, _Property_E389C913_Out_0, _Add_52522480_Out_2); + float _Divide_B9A705F6_Out_2; + Unity_Divide_float(_Add_C773703A_Out_2, _Add_52522480_Out_2, _Divide_B9A705F6_Out_2); + float3 _Multiply_9088E467_Out_2; + Unity_Multiply_float(IN.ObjectSpaceNormal, (_Divide_B9A705F6_Out_2.xxx), _Multiply_9088E467_Out_2); + float _Property_23A5D0E_Out_0 = Vector1_C7F9BC69; + float3 _Multiply_A61B043_Out_2; + Unity_Multiply_float(_Multiply_9088E467_Out_2, (_Property_23A5D0E_Out_0.xxx), _Multiply_A61B043_Out_2); + float3 _Add_46D18A28_Out_2; + Unity_Add_float3(IN.ObjectSpacePosition, _Multiply_A61B043_Out_2, _Add_46D18A28_Out_2); + description.VertexPosition = _Add_46D18A28_Out_2; + description.VertexNormal = IN.ObjectSpaceNormal; + description.VertexTangent = IN.ObjectSpaceTangent; + return description; + } + + // Graph Pixel + struct SurfaceDescriptionInputs + { + float3 WorldSpaceNormal; + float3 WorldSpaceViewDirection; + float3 WorldSpacePosition; + float3 AbsoluteWorldSpacePosition; + float4 ScreenPosition; + float3 TimeParameters; + }; + + struct SurfaceDescription + { + float3 Color; + float Alpha; + float AlphaClipThreshold; + }; + + SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) + { + SurfaceDescription surface = (SurfaceDescription)0; + float4 _Property_C68D1F57_Out_0 = Color_4089CE7A; + float4 _Property_1751B55B_Out_0 = Color_982234E; + float _Property_31BA0AD9_Out_0 = Vector1_8E963D5; + float _Property_3C5B259_Out_0 = Vector1_AECCD54A; + float4 _Property_5632646D_Out_0 = Vector4_F9BF86A4; + float _Split_55D0BCE5_R_1 = _Property_5632646D_Out_0[0]; + float _Split_55D0BCE5_G_2 = _Property_5632646D_Out_0[1]; + float _Split_55D0BCE5_B_3 = _Property_5632646D_Out_0[2]; + float _Split_55D0BCE5_A_4 = _Property_5632646D_Out_0[3]; + float3 _RotateAboutAxis_D26A2BC7_Out_3; + Unity_Rotate_About_Axis_Degrees_float(IN.AbsoluteWorldSpacePosition, (_Property_5632646D_Out_0.xyz), _Split_55D0BCE5_A_4, _RotateAboutAxis_D26A2BC7_Out_3); + float _Property_81426031_Out_0 = Vector1_62892E34; + float _Multiply_F54EAFD8_Out_2; + Unity_Multiply_float(_Property_81426031_Out_0, IN.TimeParameters.x, _Multiply_F54EAFD8_Out_2); + float2 _TilingAndOffset_166FCC6_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_166FCC6_Out_3); + float _Property_1556047C_Out_0 = Vector1_37F2A07E; + float _GradientNoise_BA765EAA_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_166FCC6_Out_3, _Property_1556047C_Out_0, _GradientNoise_BA765EAA_Out_2); + float2 _TilingAndOffset_F368CF6E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_F368CF6E_Out_3); + float _GradientNoise_578ADE08_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_F368CF6E_Out_3, _Property_1556047C_Out_0, _GradientNoise_578ADE08_Out_2); + float _Add_EC2BDC4A_Out_2; + Unity_Add_float(_GradientNoise_BA765EAA_Out_2, _GradientNoise_578ADE08_Out_2, _Add_EC2BDC4A_Out_2); + float _Divide_24FB0AD0_Out_2; + Unity_Divide_float(_Add_EC2BDC4A_Out_2, 2, _Divide_24FB0AD0_Out_2); + float _Saturate_6E0633DE_Out_1; + Unity_Saturate_float(_Divide_24FB0AD0_Out_2, _Saturate_6E0633DE_Out_1); + float _Property_C3F02F9F_Out_0 = Vector1_F0BE3006; + float _Power_EA222828_Out_2; + Unity_Power_float(_Saturate_6E0633DE_Out_1, _Property_C3F02F9F_Out_0, _Power_EA222828_Out_2); + float4 _Property_927253F1_Out_0 = Vector4_B6649628; + float _Split_28DE5C6_R_1 = _Property_927253F1_Out_0[0]; + float _Split_28DE5C6_G_2 = _Property_927253F1_Out_0[1]; + float _Split_28DE5C6_B_3 = _Property_927253F1_Out_0[2]; + float _Split_28DE5C6_A_4 = _Property_927253F1_Out_0[3]; + float4 _Combine_B3EF3B79_RGBA_4; + float3 _Combine_B3EF3B79_RGB_5; + float2 _Combine_B3EF3B79_RG_6; + Unity_Combine_float(_Split_28DE5C6_R_1, _Split_28DE5C6_G_2, 0, 0, _Combine_B3EF3B79_RGBA_4, _Combine_B3EF3B79_RGB_5, _Combine_B3EF3B79_RG_6); + float4 _Combine_15195D25_RGBA_4; + float3 _Combine_15195D25_RGB_5; + float2 _Combine_15195D25_RG_6; + Unity_Combine_float(_Split_28DE5C6_B_3, _Split_28DE5C6_A_4, 0, 0, _Combine_15195D25_RGBA_4, _Combine_15195D25_RGB_5, _Combine_15195D25_RG_6); + float _Remap_A4F7EB75_Out_3; + Unity_Remap_float(_Power_EA222828_Out_2, _Combine_B3EF3B79_RG_6, _Combine_15195D25_RG_6, _Remap_A4F7EB75_Out_3); + float _Absolute_7670B6DF_Out_1; + Unity_Absolute_float(_Remap_A4F7EB75_Out_3, _Absolute_7670B6DF_Out_1); + float _Smoothstep_F90FF633_Out_3; + Unity_Smoothstep_float(_Property_31BA0AD9_Out_0, _Property_3C5B259_Out_0, _Absolute_7670B6DF_Out_1, _Smoothstep_F90FF633_Out_3); + float _Property_C76A5676_Out_0 = Vector1_5ED40136; + float _Multiply_6EDCD7F2_Out_2; + Unity_Multiply_float(IN.TimeParameters.x, _Property_C76A5676_Out_0, _Multiply_6EDCD7F2_Out_2); + float2 _TilingAndOffset_EFBE272E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_6EDCD7F2_Out_2.xx), _TilingAndOffset_EFBE272E_Out_3); + float _Property_2EE1B7C1_Out_0 = Vector1_6BAC9A68; + float _GradientNoise_4B361D1E_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_EFBE272E_Out_3, _Property_2EE1B7C1_Out_0, _GradientNoise_4B361D1E_Out_2); + float _Property_E389C913_Out_0 = Vector1_DFA4C9D3; + float _Multiply_831A5769_Out_2; + Unity_Multiply_float(_GradientNoise_4B361D1E_Out_2, _Property_E389C913_Out_0, _Multiply_831A5769_Out_2); + float _Add_C773703A_Out_2; + Unity_Add_float(_Smoothstep_F90FF633_Out_3, _Multiply_831A5769_Out_2, _Add_C773703A_Out_2); + float _Add_52522480_Out_2; + Unity_Add_float(1, _Property_E389C913_Out_0, _Add_52522480_Out_2); + float _Divide_B9A705F6_Out_2; + Unity_Divide_float(_Add_C773703A_Out_2, _Add_52522480_Out_2, _Divide_B9A705F6_Out_2); + float4 _Lerp_490B2486_Out_3; + Unity_Lerp_float4(_Property_C68D1F57_Out_0, _Property_1751B55B_Out_0, (_Divide_B9A705F6_Out_2.xxxx), _Lerp_490B2486_Out_3); + float _Property_F00B72A1_Out_0 = Vector1_F3A863FF; + float _FresnelEffect_92852D2_Out_3; + Unity_FresnelEffect_float(IN.WorldSpaceNormal, IN.WorldSpaceViewDirection, _Property_F00B72A1_Out_0, _FresnelEffect_92852D2_Out_3); + float _Multiply_1906577B_Out_2; + Unity_Multiply_float(_Divide_B9A705F6_Out_2, _FresnelEffect_92852D2_Out_3, _Multiply_1906577B_Out_2); + float _Property_ED8C29D_Out_0 = Vector1_4074C868; + float _Multiply_4E3A311D_Out_2; + Unity_Multiply_float(_Multiply_1906577B_Out_2, _Property_ED8C29D_Out_0, _Multiply_4E3A311D_Out_2); + float4 _Add_B58C5BD9_Out_2; + Unity_Add_float4(_Lerp_490B2486_Out_3, (_Multiply_4E3A311D_Out_2.xxxx), _Add_B58C5BD9_Out_2); + float _SceneDepth_7A35D051_Out_1; + Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0), _SceneDepth_7A35D051_Out_1); + float4 _ScreenPosition_73E54F6_Out_0 = IN.ScreenPosition; + float _Split_4DE9354B_R_1 = _ScreenPosition_73E54F6_Out_0[0]; + float _Split_4DE9354B_G_2 = _ScreenPosition_73E54F6_Out_0[1]; + float _Split_4DE9354B_B_3 = _ScreenPosition_73E54F6_Out_0[2]; + float _Split_4DE9354B_A_4 = _ScreenPosition_73E54F6_Out_0[3]; + float _Subtract_B3D54811_Out_2; + Unity_Subtract_float(_Split_4DE9354B_A_4, 1, _Subtract_B3D54811_Out_2); + float _Subtract_3E15F8E6_Out_2; + Unity_Subtract_float(_SceneDepth_7A35D051_Out_1, _Subtract_B3D54811_Out_2, _Subtract_3E15F8E6_Out_2); + float _Property_91FF52CE_Out_0 = Vector1_ED18166C; + float _Divide_A2748D9B_Out_2; + Unity_Divide_float(_Subtract_3E15F8E6_Out_2, _Property_91FF52CE_Out_0, _Divide_A2748D9B_Out_2); + float _Saturate_F15E2859_Out_1; + Unity_Saturate_float(_Divide_A2748D9B_Out_2, _Saturate_F15E2859_Out_1); + surface.Color = (_Add_B58C5BD9_Out_2.xyz); + surface.Alpha = _Saturate_F15E2859_Out_1; + surface.AlphaClipThreshold = 0.5; + return surface; + } + + // -------------------------------------------------- + // Structs and Packing + + // Generated Type: Attributes + struct Attributes + { + float3 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : INSTANCEID_SEMANTIC; + #endif + }; + + // Generated Type: Varyings + struct Varyings + { + float4 positionCS : SV_Position; + float3 positionWS; + float3 normalWS; + float3 viewDirectionWS; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; + #endif + }; + + // Generated Type: PackedVaryings + struct PackedVaryings + { + float4 positionCS : SV_Position; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; + #endif + float3 interp00 : TEXCOORD0; + float3 interp01 : TEXCOORD1; + float3 interp02 : TEXCOORD2; + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + + // Packed Type: Varyings + PackedVaryings PackVaryings(Varyings input) + { + PackedVaryings output; + output.positionCS = input.positionCS; + output.interp00.xyz = input.positionWS; + output.interp01.xyz = input.normalWS; + output.interp02.xyz = input.viewDirectionWS; + #if UNITY_ANY_INSTANCING_ENABLED + output.instanceID = input.instanceID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + output.cullFace = input.cullFace; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; + #endif + return output; + } + + // Unpacked Type: Varyings + Varyings UnpackVaryings(PackedVaryings input) + { + Varyings output; + output.positionCS = input.positionCS; + output.positionWS = input.interp00.xyz; + output.normalWS = input.interp01.xyz; + output.viewDirectionWS = input.interp02.xyz; + #if UNITY_ANY_INSTANCING_ENABLED + output.instanceID = input.instanceID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + output.cullFace = input.cullFace; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; + #endif + return output; + } + + // -------------------------------------------------- + // Build Graph Inputs + + VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) + { + VertexDescriptionInputs output; + ZERO_INITIALIZE(VertexDescriptionInputs, output); + + output.ObjectSpaceNormal = input.normalOS; + output.ObjectSpaceTangent = input.tangentOS; + output.ObjectSpacePosition = input.positionOS; + output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); + output.TimeParameters = _TimeParameters.xyz; + + return output; + } + + SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) + { + SurfaceDescriptionInputs output; + ZERO_INITIALIZE(SurfaceDescriptionInputs, output); + + output.WorldSpaceNormal = input.normalWS; + output.WorldSpaceViewDirection = input.viewDirectionWS; //TODO: by default normalized in HD, but not in universal + output.WorldSpacePosition = input.positionWS; + output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); + output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x); + output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); + #else + #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN + #endif + #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN + + return output; + } + + + // -------------------------------------------------- + // Main + + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl" + + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + + // Render State + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + Cull Off + ZTest LEqual + ZWrite On + // ColorMask: + + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + // Debug + // + + // -------------------------------------------------- + // Pass + + // Pragmas + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + #pragma multi_compile_instancing + + // Keywords + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + // GraphKeywords: + + // Defines + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _AlphaClip 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define VARYINGS_NEED_POSITION_WS + #define FEATURES_GRAPH_VERTEX + #define SHADERPASS_SHADOWCASTER + #define REQUIRE_DEPTH_TEXTURE + + // Includes + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + // -------------------------------------------------- + // Graph + + // Graph Properties + CBUFFER_START(UnityPerMaterial) + float4 Vector4_F9BF86A4; + float Vector1_37F2A07E; + float Vector1_62892E34; + float Vector1_C7F9BC69; + float4 Vector4_B6649628; + float4 Color_982234E; + float4 Color_4089CE7A; + float Vector1_8E963D5; + float Vector1_AECCD54A; + float Vector1_F0BE3006; + float Vector1_6BAC9A68; + float Vector1_5ED40136; + float Vector1_DFA4C9D3; + float Vector1_C4072198; + float Vector1_F3A863FF; + float Vector1_4074C868; + float Vector1_ED18166C; + CBUFFER_END + + // Graph Functions + + void Unity_Rotate_About_Axis_Degrees_float(float3 In, float3 Axis, float Rotation, out float3 Out) + { + Rotation = radians(Rotation); + + float s = sin(Rotation); + float c = cos(Rotation); + float one_minus_c = 1.0 - c; + + Axis = normalize(Axis); + + float3x3 rot_mat = { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, + one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, + one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c + }; + + Out = mul(rot_mat, In); + } + + void Unity_Multiply_float(float A, float B, out float Out) + { + Out = A * B; + } + + void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out) + { + Out = UV * Tiling + Offset; + } + + + float2 Unity_GradientNoise_Dir_float(float2 p) + { + // Permutation and hashing used in webgl-nosie goo.gl/pX7HtC + p = p % 289; + float x = (34 * p.x + 1) * p.x % 289 + p.y; + x = (34 * x + 1) * x % 289; + x = frac(x / 41) * 2 - 1; + return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); + } + + void Unity_GradientNoise_float(float2 UV, float Scale, out float Out) + { + float2 p = UV * Scale; + float2 ip = floor(p); + float2 fp = frac(p); + float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp); + float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1)); + float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0)); + float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1)); + fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); + Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5; + } + + void Unity_Add_float(float A, float B, out float Out) + { + Out = A + B; + } + + void Unity_Divide_float(float A, float B, out float Out) + { + Out = A / B; + } + + void Unity_Saturate_float(float In, out float Out) + { + Out = saturate(In); + } + + void Unity_Power_float(float A, float B, out float Out) + { + Out = pow(A, B); + } + + void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG) + { + RGBA = float4(R, G, B, A); + RGB = float3(R, G, B); + RG = float2(R, G); + } + + void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) + { + Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); + } + + void Unity_Absolute_float(float In, out float Out) + { + Out = abs(In); + } + + void Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out) + { + Out = smoothstep(Edge1, Edge2, In); + } + + void Unity_Multiply_float(float3 A, float3 B, out float3 Out) + { + Out = A * B; + } + + void Unity_Add_float3(float3 A, float3 B, out float3 Out) + { + Out = A + B; + } + + void Unity_SceneDepth_Eye_float(float4 UV, out float Out) + { + Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy), _ZBufferParams); + } + + void Unity_Subtract_float(float A, float B, out float Out) + { + Out = A - B; + } + + // Graph Vertex + struct VertexDescriptionInputs + { + float3 ObjectSpaceNormal; + float3 ObjectSpaceTangent; + float3 ObjectSpacePosition; + float3 AbsoluteWorldSpacePosition; + float3 TimeParameters; + }; + + struct VertexDescription + { + float3 VertexPosition; + float3 VertexNormal; + float3 VertexTangent; + }; + + VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) + { + VertexDescription description = (VertexDescription)0; + float _Property_31BA0AD9_Out_0 = Vector1_8E963D5; + float _Property_3C5B259_Out_0 = Vector1_AECCD54A; + float4 _Property_5632646D_Out_0 = Vector4_F9BF86A4; + float _Split_55D0BCE5_R_1 = _Property_5632646D_Out_0[0]; + float _Split_55D0BCE5_G_2 = _Property_5632646D_Out_0[1]; + float _Split_55D0BCE5_B_3 = _Property_5632646D_Out_0[2]; + float _Split_55D0BCE5_A_4 = _Property_5632646D_Out_0[3]; + float3 _RotateAboutAxis_D26A2BC7_Out_3; + Unity_Rotate_About_Axis_Degrees_float(IN.AbsoluteWorldSpacePosition, (_Property_5632646D_Out_0.xyz), _Split_55D0BCE5_A_4, _RotateAboutAxis_D26A2BC7_Out_3); + float _Property_81426031_Out_0 = Vector1_62892E34; + float _Multiply_F54EAFD8_Out_2; + Unity_Multiply_float(_Property_81426031_Out_0, IN.TimeParameters.x, _Multiply_F54EAFD8_Out_2); + float2 _TilingAndOffset_166FCC6_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_166FCC6_Out_3); + float _Property_1556047C_Out_0 = Vector1_37F2A07E; + float _GradientNoise_BA765EAA_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_166FCC6_Out_3, _Property_1556047C_Out_0, _GradientNoise_BA765EAA_Out_2); + float2 _TilingAndOffset_F368CF6E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_F368CF6E_Out_3); + float _GradientNoise_578ADE08_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_F368CF6E_Out_3, _Property_1556047C_Out_0, _GradientNoise_578ADE08_Out_2); + float _Add_EC2BDC4A_Out_2; + Unity_Add_float(_GradientNoise_BA765EAA_Out_2, _GradientNoise_578ADE08_Out_2, _Add_EC2BDC4A_Out_2); + float _Divide_24FB0AD0_Out_2; + Unity_Divide_float(_Add_EC2BDC4A_Out_2, 2, _Divide_24FB0AD0_Out_2); + float _Saturate_6E0633DE_Out_1; + Unity_Saturate_float(_Divide_24FB0AD0_Out_2, _Saturate_6E0633DE_Out_1); + float _Property_C3F02F9F_Out_0 = Vector1_F0BE3006; + float _Power_EA222828_Out_2; + Unity_Power_float(_Saturate_6E0633DE_Out_1, _Property_C3F02F9F_Out_0, _Power_EA222828_Out_2); + float4 _Property_927253F1_Out_0 = Vector4_B6649628; + float _Split_28DE5C6_R_1 = _Property_927253F1_Out_0[0]; + float _Split_28DE5C6_G_2 = _Property_927253F1_Out_0[1]; + float _Split_28DE5C6_B_3 = _Property_927253F1_Out_0[2]; + float _Split_28DE5C6_A_4 = _Property_927253F1_Out_0[3]; + float4 _Combine_B3EF3B79_RGBA_4; + float3 _Combine_B3EF3B79_RGB_5; + float2 _Combine_B3EF3B79_RG_6; + Unity_Combine_float(_Split_28DE5C6_R_1, _Split_28DE5C6_G_2, 0, 0, _Combine_B3EF3B79_RGBA_4, _Combine_B3EF3B79_RGB_5, _Combine_B3EF3B79_RG_6); + float4 _Combine_15195D25_RGBA_4; + float3 _Combine_15195D25_RGB_5; + float2 _Combine_15195D25_RG_6; + Unity_Combine_float(_Split_28DE5C6_B_3, _Split_28DE5C6_A_4, 0, 0, _Combine_15195D25_RGBA_4, _Combine_15195D25_RGB_5, _Combine_15195D25_RG_6); + float _Remap_A4F7EB75_Out_3; + Unity_Remap_float(_Power_EA222828_Out_2, _Combine_B3EF3B79_RG_6, _Combine_15195D25_RG_6, _Remap_A4F7EB75_Out_3); + float _Absolute_7670B6DF_Out_1; + Unity_Absolute_float(_Remap_A4F7EB75_Out_3, _Absolute_7670B6DF_Out_1); + float _Smoothstep_F90FF633_Out_3; + Unity_Smoothstep_float(_Property_31BA0AD9_Out_0, _Property_3C5B259_Out_0, _Absolute_7670B6DF_Out_1, _Smoothstep_F90FF633_Out_3); + float _Property_C76A5676_Out_0 = Vector1_5ED40136; + float _Multiply_6EDCD7F2_Out_2; + Unity_Multiply_float(IN.TimeParameters.x, _Property_C76A5676_Out_0, _Multiply_6EDCD7F2_Out_2); + float2 _TilingAndOffset_EFBE272E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_6EDCD7F2_Out_2.xx), _TilingAndOffset_EFBE272E_Out_3); + float _Property_2EE1B7C1_Out_0 = Vector1_6BAC9A68; + float _GradientNoise_4B361D1E_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_EFBE272E_Out_3, _Property_2EE1B7C1_Out_0, _GradientNoise_4B361D1E_Out_2); + float _Property_E389C913_Out_0 = Vector1_DFA4C9D3; + float _Multiply_831A5769_Out_2; + Unity_Multiply_float(_GradientNoise_4B361D1E_Out_2, _Property_E389C913_Out_0, _Multiply_831A5769_Out_2); + float _Add_C773703A_Out_2; + Unity_Add_float(_Smoothstep_F90FF633_Out_3, _Multiply_831A5769_Out_2, _Add_C773703A_Out_2); + float _Add_52522480_Out_2; + Unity_Add_float(1, _Property_E389C913_Out_0, _Add_52522480_Out_2); + float _Divide_B9A705F6_Out_2; + Unity_Divide_float(_Add_C773703A_Out_2, _Add_52522480_Out_2, _Divide_B9A705F6_Out_2); + float3 _Multiply_9088E467_Out_2; + Unity_Multiply_float(IN.ObjectSpaceNormal, (_Divide_B9A705F6_Out_2.xxx), _Multiply_9088E467_Out_2); + float _Property_23A5D0E_Out_0 = Vector1_C7F9BC69; + float3 _Multiply_A61B043_Out_2; + Unity_Multiply_float(_Multiply_9088E467_Out_2, (_Property_23A5D0E_Out_0.xxx), _Multiply_A61B043_Out_2); + float3 _Add_46D18A28_Out_2; + Unity_Add_float3(IN.ObjectSpacePosition, _Multiply_A61B043_Out_2, _Add_46D18A28_Out_2); + description.VertexPosition = _Add_46D18A28_Out_2; + description.VertexNormal = IN.ObjectSpaceNormal; + description.VertexTangent = IN.ObjectSpaceTangent; + return description; + } + + // Graph Pixel + struct SurfaceDescriptionInputs + { + float3 WorldSpacePosition; + float4 ScreenPosition; + }; + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) + { + SurfaceDescription surface = (SurfaceDescription)0; + float _SceneDepth_7A35D051_Out_1; + Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0), _SceneDepth_7A35D051_Out_1); + float4 _ScreenPosition_73E54F6_Out_0 = IN.ScreenPosition; + float _Split_4DE9354B_R_1 = _ScreenPosition_73E54F6_Out_0[0]; + float _Split_4DE9354B_G_2 = _ScreenPosition_73E54F6_Out_0[1]; + float _Split_4DE9354B_B_3 = _ScreenPosition_73E54F6_Out_0[2]; + float _Split_4DE9354B_A_4 = _ScreenPosition_73E54F6_Out_0[3]; + float _Subtract_B3D54811_Out_2; + Unity_Subtract_float(_Split_4DE9354B_A_4, 1, _Subtract_B3D54811_Out_2); + float _Subtract_3E15F8E6_Out_2; + Unity_Subtract_float(_SceneDepth_7A35D051_Out_1, _Subtract_B3D54811_Out_2, _Subtract_3E15F8E6_Out_2); + float _Property_91FF52CE_Out_0 = Vector1_ED18166C; + float _Divide_A2748D9B_Out_2; + Unity_Divide_float(_Subtract_3E15F8E6_Out_2, _Property_91FF52CE_Out_0, _Divide_A2748D9B_Out_2); + float _Saturate_F15E2859_Out_1; + Unity_Saturate_float(_Divide_A2748D9B_Out_2, _Saturate_F15E2859_Out_1); + surface.Alpha = _Saturate_F15E2859_Out_1; + surface.AlphaClipThreshold = 0.5; + return surface; + } + + // -------------------------------------------------- + // Structs and Packing + + // Generated Type: Attributes + struct Attributes + { + float3 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : INSTANCEID_SEMANTIC; + #endif + }; + + // Generated Type: Varyings + struct Varyings + { + float4 positionCS : SV_Position; + float3 positionWS; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; + #endif + }; + + // Generated Type: PackedVaryings + struct PackedVaryings + { + float4 positionCS : SV_Position; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; + #endif + float3 interp00 : TEXCOORD0; + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + + // Packed Type: Varyings + PackedVaryings PackVaryings(Varyings input) + { + PackedVaryings output; + output.positionCS = input.positionCS; + output.interp00.xyz = input.positionWS; + #if UNITY_ANY_INSTANCING_ENABLED + output.instanceID = input.instanceID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + output.cullFace = input.cullFace; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; + #endif + return output; + } + + // Unpacked Type: Varyings + Varyings UnpackVaryings(PackedVaryings input) + { + Varyings output; + output.positionCS = input.positionCS; + output.positionWS = input.interp00.xyz; + #if UNITY_ANY_INSTANCING_ENABLED + output.instanceID = input.instanceID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + output.cullFace = input.cullFace; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; + #endif + return output; + } + + // -------------------------------------------------- + // Build Graph Inputs + + VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) + { + VertexDescriptionInputs output; + ZERO_INITIALIZE(VertexDescriptionInputs, output); + + output.ObjectSpaceNormal = input.normalOS; + output.ObjectSpaceTangent = input.tangentOS; + output.ObjectSpacePosition = input.positionOS; + output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); + output.TimeParameters = _TimeParameters.xyz; + + return output; + } + + SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) + { + SurfaceDescriptionInputs output; + ZERO_INITIALIZE(SurfaceDescriptionInputs, output); + + output.WorldSpacePosition = input.positionWS; + output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x); + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); + #else + #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN + #endif + #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN + + return output; + } + + + // -------------------------------------------------- + // Main + + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + + // Render State + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + Cull Off + ZTest LEqual + ZWrite On + ColorMask 0 + + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + // Debug + // + + // -------------------------------------------------- + // Pass + + // Pragmas + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + #pragma multi_compile_instancing + + // Keywords + // PassKeywords: + // GraphKeywords: + + // Defines + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _AlphaClip 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define VARYINGS_NEED_POSITION_WS + #define FEATURES_GRAPH_VERTEX + #define SHADERPASS_DEPTHONLY + #define REQUIRE_DEPTH_TEXTURE + + // Includes + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + // -------------------------------------------------- + // Graph + + // Graph Properties + CBUFFER_START(UnityPerMaterial) + float4 Vector4_F9BF86A4; + float Vector1_37F2A07E; + float Vector1_62892E34; + float Vector1_C7F9BC69; + float4 Vector4_B6649628; + float4 Color_982234E; + float4 Color_4089CE7A; + float Vector1_8E963D5; + float Vector1_AECCD54A; + float Vector1_F0BE3006; + float Vector1_6BAC9A68; + float Vector1_5ED40136; + float Vector1_DFA4C9D3; + float Vector1_C4072198; + float Vector1_F3A863FF; + float Vector1_4074C868; + float Vector1_ED18166C; + CBUFFER_END + + // Graph Functions + + void Unity_Rotate_About_Axis_Degrees_float(float3 In, float3 Axis, float Rotation, out float3 Out) + { + Rotation = radians(Rotation); + + float s = sin(Rotation); + float c = cos(Rotation); + float one_minus_c = 1.0 - c; + + Axis = normalize(Axis); + + float3x3 rot_mat = { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, + one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, + one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c + }; + + Out = mul(rot_mat, In); + } + + void Unity_Multiply_float(float A, float B, out float Out) + { + Out = A * B; + } + + void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out) + { + Out = UV * Tiling + Offset; + } + + + float2 Unity_GradientNoise_Dir_float(float2 p) + { + // Permutation and hashing used in webgl-nosie goo.gl/pX7HtC + p = p % 289; + float x = (34 * p.x + 1) * p.x % 289 + p.y; + x = (34 * x + 1) * x % 289; + x = frac(x / 41) * 2 - 1; + return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); + } + + void Unity_GradientNoise_float(float2 UV, float Scale, out float Out) + { + float2 p = UV * Scale; + float2 ip = floor(p); + float2 fp = frac(p); + float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp); + float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1)); + float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0)); + float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1)); + fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); + Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5; + } + + void Unity_Add_float(float A, float B, out float Out) + { + Out = A + B; + } + + void Unity_Divide_float(float A, float B, out float Out) + { + Out = A / B; + } + + void Unity_Saturate_float(float In, out float Out) + { + Out = saturate(In); + } + + void Unity_Power_float(float A, float B, out float Out) + { + Out = pow(A, B); + } + + void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG) + { + RGBA = float4(R, G, B, A); + RGB = float3(R, G, B); + RG = float2(R, G); + } + + void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) + { + Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); + } + + void Unity_Absolute_float(float In, out float Out) + { + Out = abs(In); + } + + void Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out) + { + Out = smoothstep(Edge1, Edge2, In); + } + + void Unity_Multiply_float(float3 A, float3 B, out float3 Out) + { + Out = A * B; + } + + void Unity_Add_float3(float3 A, float3 B, out float3 Out) + { + Out = A + B; + } + + void Unity_SceneDepth_Eye_float(float4 UV, out float Out) + { + Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy), _ZBufferParams); + } + + void Unity_Subtract_float(float A, float B, out float Out) + { + Out = A - B; + } + + // Graph Vertex + struct VertexDescriptionInputs + { + float3 ObjectSpaceNormal; + float3 ObjectSpaceTangent; + float3 ObjectSpacePosition; + float3 AbsoluteWorldSpacePosition; + float3 TimeParameters; + }; + + struct VertexDescription + { + float3 VertexPosition; + float3 VertexNormal; + float3 VertexTangent; + }; + + VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) + { + VertexDescription description = (VertexDescription)0; + float _Property_31BA0AD9_Out_0 = Vector1_8E963D5; + float _Property_3C5B259_Out_0 = Vector1_AECCD54A; + float4 _Property_5632646D_Out_0 = Vector4_F9BF86A4; + float _Split_55D0BCE5_R_1 = _Property_5632646D_Out_0[0]; + float _Split_55D0BCE5_G_2 = _Property_5632646D_Out_0[1]; + float _Split_55D0BCE5_B_3 = _Property_5632646D_Out_0[2]; + float _Split_55D0BCE5_A_4 = _Property_5632646D_Out_0[3]; + float3 _RotateAboutAxis_D26A2BC7_Out_3; + Unity_Rotate_About_Axis_Degrees_float(IN.AbsoluteWorldSpacePosition, (_Property_5632646D_Out_0.xyz), _Split_55D0BCE5_A_4, _RotateAboutAxis_D26A2BC7_Out_3); + float _Property_81426031_Out_0 = Vector1_62892E34; + float _Multiply_F54EAFD8_Out_2; + Unity_Multiply_float(_Property_81426031_Out_0, IN.TimeParameters.x, _Multiply_F54EAFD8_Out_2); + float2 _TilingAndOffset_166FCC6_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_166FCC6_Out_3); + float _Property_1556047C_Out_0 = Vector1_37F2A07E; + float _GradientNoise_BA765EAA_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_166FCC6_Out_3, _Property_1556047C_Out_0, _GradientNoise_BA765EAA_Out_2); + float2 _TilingAndOffset_F368CF6E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_F54EAFD8_Out_2.xx), _TilingAndOffset_F368CF6E_Out_3); + float _GradientNoise_578ADE08_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_F368CF6E_Out_3, _Property_1556047C_Out_0, _GradientNoise_578ADE08_Out_2); + float _Add_EC2BDC4A_Out_2; + Unity_Add_float(_GradientNoise_BA765EAA_Out_2, _GradientNoise_578ADE08_Out_2, _Add_EC2BDC4A_Out_2); + float _Divide_24FB0AD0_Out_2; + Unity_Divide_float(_Add_EC2BDC4A_Out_2, 2, _Divide_24FB0AD0_Out_2); + float _Saturate_6E0633DE_Out_1; + Unity_Saturate_float(_Divide_24FB0AD0_Out_2, _Saturate_6E0633DE_Out_1); + float _Property_C3F02F9F_Out_0 = Vector1_F0BE3006; + float _Power_EA222828_Out_2; + Unity_Power_float(_Saturate_6E0633DE_Out_1, _Property_C3F02F9F_Out_0, _Power_EA222828_Out_2); + float4 _Property_927253F1_Out_0 = Vector4_B6649628; + float _Split_28DE5C6_R_1 = _Property_927253F1_Out_0[0]; + float _Split_28DE5C6_G_2 = _Property_927253F1_Out_0[1]; + float _Split_28DE5C6_B_3 = _Property_927253F1_Out_0[2]; + float _Split_28DE5C6_A_4 = _Property_927253F1_Out_0[3]; + float4 _Combine_B3EF3B79_RGBA_4; + float3 _Combine_B3EF3B79_RGB_5; + float2 _Combine_B3EF3B79_RG_6; + Unity_Combine_float(_Split_28DE5C6_R_1, _Split_28DE5C6_G_2, 0, 0, _Combine_B3EF3B79_RGBA_4, _Combine_B3EF3B79_RGB_5, _Combine_B3EF3B79_RG_6); + float4 _Combine_15195D25_RGBA_4; + float3 _Combine_15195D25_RGB_5; + float2 _Combine_15195D25_RG_6; + Unity_Combine_float(_Split_28DE5C6_B_3, _Split_28DE5C6_A_4, 0, 0, _Combine_15195D25_RGBA_4, _Combine_15195D25_RGB_5, _Combine_15195D25_RG_6); + float _Remap_A4F7EB75_Out_3; + Unity_Remap_float(_Power_EA222828_Out_2, _Combine_B3EF3B79_RG_6, _Combine_15195D25_RG_6, _Remap_A4F7EB75_Out_3); + float _Absolute_7670B6DF_Out_1; + Unity_Absolute_float(_Remap_A4F7EB75_Out_3, _Absolute_7670B6DF_Out_1); + float _Smoothstep_F90FF633_Out_3; + Unity_Smoothstep_float(_Property_31BA0AD9_Out_0, _Property_3C5B259_Out_0, _Absolute_7670B6DF_Out_1, _Smoothstep_F90FF633_Out_3); + float _Property_C76A5676_Out_0 = Vector1_5ED40136; + float _Multiply_6EDCD7F2_Out_2; + Unity_Multiply_float(IN.TimeParameters.x, _Property_C76A5676_Out_0, _Multiply_6EDCD7F2_Out_2); + float2 _TilingAndOffset_EFBE272E_Out_3; + Unity_TilingAndOffset_float((_RotateAboutAxis_D26A2BC7_Out_3.xy), float2 (1, 1), (_Multiply_6EDCD7F2_Out_2.xx), _TilingAndOffset_EFBE272E_Out_3); + float _Property_2EE1B7C1_Out_0 = Vector1_6BAC9A68; + float _GradientNoise_4B361D1E_Out_2; + Unity_GradientNoise_float(_TilingAndOffset_EFBE272E_Out_3, _Property_2EE1B7C1_Out_0, _GradientNoise_4B361D1E_Out_2); + float _Property_E389C913_Out_0 = Vector1_DFA4C9D3; + float _Multiply_831A5769_Out_2; + Unity_Multiply_float(_GradientNoise_4B361D1E_Out_2, _Property_E389C913_Out_0, _Multiply_831A5769_Out_2); + float _Add_C773703A_Out_2; + Unity_Add_float(_Smoothstep_F90FF633_Out_3, _Multiply_831A5769_Out_2, _Add_C773703A_Out_2); + float _Add_52522480_Out_2; + Unity_Add_float(1, _Property_E389C913_Out_0, _Add_52522480_Out_2); + float _Divide_B9A705F6_Out_2; + Unity_Divide_float(_Add_C773703A_Out_2, _Add_52522480_Out_2, _Divide_B9A705F6_Out_2); + float3 _Multiply_9088E467_Out_2; + Unity_Multiply_float(IN.ObjectSpaceNormal, (_Divide_B9A705F6_Out_2.xxx), _Multiply_9088E467_Out_2); + float _Property_23A5D0E_Out_0 = Vector1_C7F9BC69; + float3 _Multiply_A61B043_Out_2; + Unity_Multiply_float(_Multiply_9088E467_Out_2, (_Property_23A5D0E_Out_0.xxx), _Multiply_A61B043_Out_2); + float3 _Add_46D18A28_Out_2; + Unity_Add_float3(IN.ObjectSpacePosition, _Multiply_A61B043_Out_2, _Add_46D18A28_Out_2); + description.VertexPosition = _Add_46D18A28_Out_2; + description.VertexNormal = IN.ObjectSpaceNormal; + description.VertexTangent = IN.ObjectSpaceTangent; + return description; + } + + // Graph Pixel + struct SurfaceDescriptionInputs + { + float3 WorldSpacePosition; + float4 ScreenPosition; + }; + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) + { + SurfaceDescription surface = (SurfaceDescription)0; + float _SceneDepth_7A35D051_Out_1; + Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0), _SceneDepth_7A35D051_Out_1); + float4 _ScreenPosition_73E54F6_Out_0 = IN.ScreenPosition; + float _Split_4DE9354B_R_1 = _ScreenPosition_73E54F6_Out_0[0]; + float _Split_4DE9354B_G_2 = _ScreenPosition_73E54F6_Out_0[1]; + float _Split_4DE9354B_B_3 = _ScreenPosition_73E54F6_Out_0[2]; + float _Split_4DE9354B_A_4 = _ScreenPosition_73E54F6_Out_0[3]; + float _Subtract_B3D54811_Out_2; + Unity_Subtract_float(_Split_4DE9354B_A_4, 1, _Subtract_B3D54811_Out_2); + float _Subtract_3E15F8E6_Out_2; + Unity_Subtract_float(_SceneDepth_7A35D051_Out_1, _Subtract_B3D54811_Out_2, _Subtract_3E15F8E6_Out_2); + float _Property_91FF52CE_Out_0 = Vector1_ED18166C; + float _Divide_A2748D9B_Out_2; + Unity_Divide_float(_Subtract_3E15F8E6_Out_2, _Property_91FF52CE_Out_0, _Divide_A2748D9B_Out_2); + float _Saturate_F15E2859_Out_1; + Unity_Saturate_float(_Divide_A2748D9B_Out_2, _Saturate_F15E2859_Out_1); + surface.Alpha = _Saturate_F15E2859_Out_1; + surface.AlphaClipThreshold = 0.5; + return surface; + } + + // -------------------------------------------------- + // Structs and Packing + + // Generated Type: Attributes + struct Attributes + { + float3 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : INSTANCEID_SEMANTIC; + #endif + }; + + // Generated Type: Varyings + struct Varyings + { + float4 positionCS : SV_Position; + float3 positionWS; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; + #endif + }; + + // Generated Type: PackedVaryings + struct PackedVaryings + { + float4 positionCS : SV_Position; + #if UNITY_ANY_INSTANCING_ENABLED + uint instanceID : CUSTOM_INSTANCE_ID; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; + #endif + float3 interp00 : TEXCOORD0; + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; + #endif + }; + + // Packed Type: Varyings + PackedVaryings PackVaryings(Varyings input) + { + PackedVaryings output; + output.positionCS = input.positionCS; + output.interp00.xyz = input.positionWS; + #if UNITY_ANY_INSTANCING_ENABLED + output.instanceID = input.instanceID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + output.cullFace = input.cullFace; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; + #endif + return output; + } + + // Unpacked Type: Varyings + Varyings UnpackVaryings(PackedVaryings input) + { + Varyings output; + output.positionCS = input.positionCS; + output.positionWS = input.interp00.xyz; + #if UNITY_ANY_INSTANCING_ENABLED + output.instanceID = input.instanceID; + #endif + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + output.cullFace = input.cullFace; + #endif + #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) + output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; + #endif + #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) + output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; + #endif + return output; + } + + // -------------------------------------------------- + // Build Graph Inputs + + VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) + { + VertexDescriptionInputs output; + ZERO_INITIALIZE(VertexDescriptionInputs, output); + + output.ObjectSpaceNormal = input.normalOS; + output.ObjectSpaceTangent = input.tangentOS; + output.ObjectSpacePosition = input.positionOS; + output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); + output.TimeParameters = _TimeParameters.xyz; + + return output; + } + + SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) + { + SurfaceDescriptionInputs output; + ZERO_INITIALIZE(SurfaceDescriptionInputs, output); + + output.WorldSpacePosition = input.positionWS; + output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x); + #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) + #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); + #else + #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN + #endif + #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN + + return output; + } + + + // -------------------------------------------------- + // Main + + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" + + ENDHLSL + } + + } + FallBack "Hidden/Shader Graph/FallbackError" +} diff --git a/Assets/Shaders/CloudsGenerated.shader.meta b/Assets/Shaders/CloudsGenerated.shader.meta new file mode 100644 index 0000000..ec0f0ab --- /dev/null +++ b/Assets/Shaders/CloudsGenerated.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 24fddc4429c12e748b8ac2b94b0eb317 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + 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