// Made with Amplify Shader Editor v1.9.9.4 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Soung/Post/ScreenFX_Radius" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [Header(Setting)][Enum(UnityEngine.Rendering.CullMode)] _CullingMode( "剔除模式", Float ) = 0 [Enum(Blur,0,BlurChroma,1)] _BlurOrChroma( "特效模式", Float ) = 0 [Header(Blur)] _BlurPower( "径向模糊强度", Range( -1, 2 ) ) = 1 _BlurCenter( "径向模糊原点", Vector ) = ( 0.5, 0.5, 0, 0 ) [Enum(Material,0,Custom2x,1)] _BlurPowerMode( "径向模糊强度模式", Float ) = 0 [KeywordEnum( 4Blur,8Blur,12Blur )] _BlurDivission( "径向模糊细分", Float ) = 0 [Header(Chroma)] _ChromaPower( "色散强度", Range( 0, 10 ) ) = 1 [Enum(Material,0,Custom1w,1)] _ChromaPowerMode( "色散强度模式", Float ) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull [_CullingMode] AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="Grab" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0,0 ColorMask RGBA HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_TEXTURE_COORDINATES2 #define ASE_NEEDS_TEXTURE_COORDINATES1 #pragma shader_feature_local _BLURDIVISSION_4BLUR _BLURDIVISSION_8BLUR _BLURDIVISSION_12BLUR #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 positionWSAndFogFactor : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float2 _BlurCenter; float _CullingMode; float _BlurPower; float _BlurPowerMode; float _ChromaPower; float _ChromaPowerMode; float _BlurOrChroma; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _CameraColorAttachmentA; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord2 = input.ase_texcoord2; output.ase_texcoord3 = input.ase_texcoord1; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS ); float fogFactor = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.positionCS = vertexInput.positionCS; output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor ); output.normalWS = normalInput.normalWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord2 = input.ase_texcoord2; output.ase_texcoord1 = input.ase_texcoord1; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z; output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined( _SURFACE_TYPE_TRANSPARENT ) const bool isTransparent = true; #else const bool isTransparent = false; #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWSAndFogFactor.xyz; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); half3 NormalWS = normalize( input.normalWS ); float4 texCoord400 = input.ase_texcoord2; texCoord400.xy = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float custom2x401 = texCoord400.x; float lerpResult561 = lerp( _BlurPower , custom2x401 , _BlurPowerMode); float4 temp_output_55_0 = ( ( ScreenPosNorm - float4( _BlurCenter, 0.0 , 0.0 ) ) * 0.01 * lerpResult561 ); float4 temp_output_78_0 = ( ScreenPosNorm - temp_output_55_0 ); float4 BlurUV98 = temp_output_55_0; float4 temp_output_77_0 = ( temp_output_78_0 - BlurUV98 ); float4 temp_output_79_0 = ( temp_output_77_0 - BlurUV98 ); float4 temp_output_96_0 = ( temp_output_79_0 - BlurUV98 ); float4 temp_output_110_0 = ( tex2D( _CameraColorAttachmentA, temp_output_78_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_77_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_79_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_96_0.xy ) ); float4 temp_output_97_0 = ( temp_output_96_0 - BlurUV98 ); float4 temp_output_100_0 = ( temp_output_97_0 - BlurUV98 ); float4 temp_output_101_0 = ( temp_output_100_0 - BlurUV98 ); float4 temp_output_102_0 = ( temp_output_101_0 - BlurUV98 ); float4 temp_output_112_0 = ( temp_output_110_0 + ( tex2D( _CameraColorAttachmentA, temp_output_97_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_100_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_101_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_102_0.xy ) ) ); float4 temp_output_104_0 = ( temp_output_102_0 - BlurUV98 ); float4 temp_output_105_0 = ( temp_output_104_0 - BlurUV98 ); float4 temp_output_106_0 = ( temp_output_105_0 - BlurUV98 ); #if defined( _BLURDIVISSION_4BLUR ) float4 staticSwitch109 = temp_output_110_0; #elif defined( _BLURDIVISSION_8BLUR ) float4 staticSwitch109 = temp_output_112_0; #elif defined( _BLURDIVISSION_12BLUR ) float4 staticSwitch109 = ( temp_output_112_0 + ( tex2D( _CameraColorAttachmentA, temp_output_104_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_105_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_106_0.xy ) + tex2D( _CameraColorAttachmentA, ( temp_output_106_0 - BlurUV98 ).xy ) ) ); #else float4 staticSwitch109 = temp_output_110_0; #endif #if defined( _BLURDIVISSION_4BLUR ) float staticSwitch116 = 4.0; #elif defined( _BLURDIVISSION_8BLUR ) float staticSwitch116 = 8.0; #elif defined( _BLURDIVISSION_12BLUR ) float staticSwitch116 = 12.0; #else float staticSwitch116 = 4.0; #endif float4 appendResult120 = (float4((( staticSwitch109 / staticSwitch116 )).rgb , 1.0)); float4 blur264 = appendResult120; float4 AfterBlurUV129 = temp_output_78_0; float4 texCoord408 = input.ase_texcoord3; texCoord408.xy = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float custom1w420 = texCoord408.w; float lerpResult558 = lerp( _ChromaPower , custom1w420 , _ChromaPowerMode); float4 temp_output_139_0 = ( BlurUV98 * lerpResult558 ); float4 temp_output_137_0 = ( AfterBlurUV129 - temp_output_139_0 ); float4 temp_output_138_0 = ( temp_output_137_0 - temp_output_139_0 ); float3 appendResult135 = (float3(tex2D( _CameraColorAttachmentA, temp_output_137_0.xy ).r , tex2D( _CameraColorAttachmentA, temp_output_138_0.xy ).g , tex2D( _CameraColorAttachmentA, ( temp_output_138_0 - temp_output_139_0 ).xy ).b)); float3 sesan256 = appendResult135; float4 lerpResult594 = lerp( blur264 , float4( sesan256 , 0.0 ) , _BlurOrChroma); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = lerpResult594.xyz; float Alpha = input.ase_color.a; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; inputData.positionWS = PositionWS; inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; inputData.normalWS = NormalWS; inputData.viewDirectionWS = ViewDirWS; #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(input.positionCS, Color); #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord); #else Color.rgb = MixFog(Color.rgb, inputData.fogCoord); #endif #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif #if defined( ASE_OPAQUE_KEEP_ALPHA ) return half4( Color, Alpha ); #else return half4( Color, OutputAlpha( Alpha, isTransparent ) ); #endif } ENDHLSL } } FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19904 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;399;1007.271,-3704.486;Inherit;False;952;348;Comment;8;420;410;409;402;401;400;412;408;自定义顶点流;1,1,1,1;0;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;400;1491.362,-3596.032;Inherit;False;2;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;-2868.766,-4605.829;Inherit;False;3823.569;2536.15;Radial Blur;22;264;120;122;121;116;109;115;119;118;117;98;78;579;55;58;144;562;561;563;56;51;365;径向模糊;1,0.9240343,0.6367924,1;0;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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WireConnection;114;3;593;0 WireConnection;575;1;96;0 WireConnection;572;1;79;0 WireConnection;571;1;77;0 WireConnection;570;1;78;0 WireConnection;558;0;141;0 WireConnection;558;1;559;0 WireConnection;558;2;560;0 WireConnection;129;0;78;0 WireConnection;110;0;570;0 WireConnection;110;1;571;0 WireConnection;110;2;572;0 WireConnection;110;3;575;0 WireConnection;112;0;110;0 WireConnection;112;1;111;0 WireConnection;113;0;112;0 WireConnection;113;1;114;0 WireConnection;139;0;140;0 WireConnection;139;1;558;0 WireConnection;109;1;110;0 WireConnection;109;0;112;0 WireConnection;109;2;113;0 WireConnection;116;1;117;0 WireConnection;116;0;118;0 WireConnection;116;2;119;0 WireConnection;137;0;130;0 WireConnection;137;1;139;0 WireConnection;138;0;137;0 WireConnection;138;1;139;0 WireConnection;142;0;138;0 WireConnection;142;1;139;0 WireConnection;115;0;109;0 WireConnection;115;1;116;0 WireConnection;121;0;115;0 WireConnection;598;1;137;0 WireConnection;601;1;138;0 WireConnection;605;1;142;0 WireConnection;135;0;598;1 WireConnection;135;1;601;2 WireConnection;135;2;605;3 WireConnection;120;0;121;0 WireConnection;120;3;122;0 WireConnection;256;0;135;0 WireConnection;264;0;120;0 WireConnection;402;0;400;2 WireConnection;412;0;408;3 WireConnection;409;0;408;2 WireConnection;410;0;408;1 WireConnection;594;0;265;0 WireConnection;594;1;257;0 WireConnection;594;2;595;0 WireConnection;322;2;594;0 WireConnection;322;3;533;4 ASEEND*/ //CHKSM=1BC366F125C91B5D1EAA7252ECF74C94CAEE2221