摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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fileFormatVersion: 2
guid: 45eca44e9e53d054a963fa511fe9ca80
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "BaseASE/Sprite/Lit/AverageBlur"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HDR]_MainColor("主颜色", Color) = (0,0,0,0)
_MainTex("主帖图", 2D) = "white" {}
_BlurRadius("模糊半径", Range( 0 , 10)) = 0
[HDR]_LerpColor("替换颜色", Color) = (1,1,1,0)
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" }
Cull Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
Pass
{
Name "Sprite Lit"
Tags { "LightMode"="Universal2D" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITELIT
#define SHADERPASS_SPRITELIT
#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"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainColor;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _LerpColor;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float4 screenPosition : TEXCOORD2;
float3 positionWS : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
{
float r = 0;
float g = 0;
float b = 0;
float a = 0;
float count = radius*2+1;
count = count*count;
for(int i = -radius;i<radius+1;i++)
{
for(int j = -radius;j<radius+1;j++)
{
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
float4 colPixel = tex2D(tex,uvTemp);
r = r+colPixel.x;
g = g+colPixel.y;
b = b+colPixel.z;
a = a+colPixel.w;
}
}
r = r/count;
g=g/count;
b=b/count;
a=a/count;
return float4(r,g,b,a);
}
VertexOutput vert ( 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.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.screenPosition = vertexInput.positionNDC;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float3 positionWS = IN.positionWS.xyz;
sampler2D tex38 = _MainTex;
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv38 = uv_MainTex;
int radius38 = (int)_BlurRadius;
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 texelSize38 = appendResult45;
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
float4 break54 = ( _MainColor * localAverageBlur38 );
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
float4 appendResult57 = (float4(lerpResult51 , break54.a));
float4 Color = appendResult57;
float4 Mask = float4(1,1,1,1);
float3 Normal = float3( 0, 0, 1 );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
#endif
Color *= IN.color;
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
InputData2D inputData;
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
SETUP_DEBUG_DATA_2D(inputData, positionWS);
return CombinedShapeLightShared(surfaceData, inputData);
}
ENDHLSL
}
Pass
{
Name "Sprite Normal"
Tags { "LightMode"="NormalsRendering" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITENORMAL
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainColor;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _LerpColor;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
{
float r = 0;
float g = 0;
float b = 0;
float a = 0;
float count = radius*2+1;
count = count*count;
for(int i = -radius;i<radius+1;i++)
{
for(int j = -radius;j<radius+1;j++)
{
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
float4 colPixel = tex2D(tex,uvTemp);
r = r+colPixel.x;
g = g+colPixel.y;
b = b+colPixel.z;
a = a+colPixel.w;
}
}
r = r/count;
g=g/count;
b=b/count;
a=a/count;
return float4(r,g,b,a);
}
VertexOutput vert ( 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.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
float3 normalWS = TransformObjectToWorldNormal( v.normal );
o.normalWS = -GetViewForwardDir();
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
o.tangentWS = normalize( tangentWS );
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
return o;
}
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
sampler2D tex38 = _MainTex;
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv38 = uv_MainTex;
int radius38 = (int)_BlurRadius;
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 texelSize38 = appendResult45;
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
float4 break54 = ( _MainColor * localAverageBlur38 );
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
float4 appendResult57 = (float4(lerpResult51 , break54.a));
float4 Color = appendResult57;
float3 Normal = float3( 0, 0, 1 );
Color *= IN.color;
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
}
ENDHLSL
}
Pass
{
Name "Sprite Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainColor;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _LerpColor;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
{
float r = 0;
float g = 0;
float b = 0;
float a = 0;
float count = radius*2+1;
count = count*count;
for(int i = -radius;i<radius+1;i++)
{
for(int j = -radius;j<radius+1;j++)
{
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
float4 colPixel = tex2D(tex,uvTemp);
r = r+colPixel.x;
g = g+colPixel.y;
b = b+colPixel.z;
a = a+colPixel.w;
}
}
r = r/count;
g=g/count;
b=b/count;
a=a/count;
return float4(r,g,b,a);
}
VertexOutput vert( 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.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float3 positionWS = IN.positionWS.xyz;
sampler2D tex38 = _MainTex;
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv38 = uv_MainTex;
int radius38 = (int)_BlurRadius;
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 texelSize38 = appendResult45;
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
float4 break54 = ( _MainColor * localAverageBlur38 );
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
float4 appendResult57 = (float4(lerpResult51 , break54.a));
float4 Color = appendResult57;
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
Color *= IN.color;
return Color;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainColor;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _LerpColor;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
int _ObjectId;
int _PassValue;
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
{
float r = 0;
float g = 0;
float b = 0;
float a = 0;
float count = radius*2+1;
count = count*count;
for(int i = -radius;i<radius+1;i++)
{
for(int j = -radius;j<radius+1;j++)
{
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
float4 colPixel = tex2D(tex,uvTemp);
r = r+colPixel.x;
g = g+colPixel.y;
b = b+colPixel.z;
a = a+colPixel.w;
}
}
r = r/count;
g=g/count;
b=b/count;
a=a/count;
return float4(r,g,b,a);
}
VertexOutput vert(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_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
sampler2D tex38 = _MainTex;
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv38 = uv_MainTex;
int radius38 = (int)_BlurRadius;
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 texelSize38 = appendResult45;
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
float4 break54 = ( _MainColor * localAverageBlur38 );
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
float4 appendResult57 = (float4(lerpResult51 , break54.a));
float4 Color = appendResult57;
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainColor;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _LerpColor;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _SelectionID;
float4 AverageBlur38( sampler2D tex, float2 uv, int radius, float2 texelSize )
{
float r = 0;
float g = 0;
float b = 0;
float a = 0;
float count = radius*2+1;
count = count*count;
for(int i = -radius;i<radius+1;i++)
{
for(int j = -radius;j<radius+1;j++)
{
float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j);
float4 colPixel = tex2D(tex,uvTemp);
r = r+colPixel.x;
g = g+colPixel.y;
b = b+colPixel.z;
a = a+colPixel.w;
}
}
r = r/count;
g=g/count;
b=b/count;
a=a/count;
return float4(r,g,b,a);
}
VertexOutput vert(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_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
sampler2D tex38 = _MainTex;
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv38 = uv_MainTex;
int radius38 = (int)_BlurRadius;
float2 appendResult45 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 texelSize38 = appendResult45;
float4 localAverageBlur38 = AverageBlur38( tex38 , uv38 , radius38 , texelSize38 );
float4 break54 = ( _MainColor * localAverageBlur38 );
float3 appendResult55 = (float3(break54.r , break54.g , break54.b));
float3 appendResult56 = (float3(_LerpColor.r , _LerpColor.g , _LerpColor.b));
float3 lerpResult51 = lerp( appendResult55 , appendResult56 , _LerpColor.a);
float4 appendResult57 = (float4(lerpResult51 , break54.a));
float4 Color = appendResult57;
half4 outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=19202
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;34;819,-71;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Normal;0;1;Sprite Normal;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=NormalsRendering;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.DynamicAppendNode;45;-1536,-896;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.TexelSizeNode;42;-1728,-896;Inherit;False;-1;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TextureCoordinatesNode;46;-1728,-1120;Inherit;False;0;44;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TexturePropertyNode;44;-1968,-1023;Inherit;True;Property;_MainTex;主帖图;1;0;Create;False;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.RangedFloatNode;47;-1728,-992;Inherit;False;Property;_BlurRadius;模糊半径;2;0;Create;False;0;0;0;False;0;False;0;2;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;49;-1152,-1152;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.CustomExpressionNode;38;-1408,-1024;Inherit;False;float r = 0@$float g = 0@$float b = 0@$float a = 0@$float count = radius*2+1@$count = count*count@$for(int i = -radius@i<radius+1@i++)${$ for(int j = -radius@j<radius+1@j++)$ {$ float2 uvTemp = uv + float2(texelSize.x*i,texelSize.y*j)@$ float4 colPixel = tex2D(tex,uvTemp)@$ r = r+colPixel.x@$ g = g+colPixel.y@$ b = b+colPixel.z@$ a = a+colPixel.w@ $ }$}$r = r/count@$g=g/count@$b=b/count@$a=a/count@$return float4(r,g,b,a)@$;4;Create;4;True;tex;SAMPLER2D;0;In;;Inherit;False;True;uv;FLOAT2;0,0;In;;Inherit;False;True;radius;INT;0;In;;Inherit;False;True;texelSize;FLOAT2;0,0;In;;Inherit;False;AverageBlur;True;False;0;33397e96d5047fc43a9fbba09f992c70;False;4;0;SAMPLER2D;0;False;1;FLOAT2;0,0;False;2;INT;0;False;3;FLOAT2;0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.ColorNode;48;-1408,-1216;Inherit;False;Property;_MainColor;主颜色;0;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.BreakToComponentsNode;54;-1008,-1344;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.DynamicAppendNode;55;-896,-1344;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.LerpOp;51;-736,-1200;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DynamicAppendNode;57;-576,-1200;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.DynamicAppendNode;56;-896,-1120;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.ColorNode;50;-1152,-1024;Inherit;False;Property;_LerpColor;替换颜色;3;1;[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;0.4127358,0.5,0.4389151,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;33;-416,-1200;Float;False;True;-1;2;ASEMaterialInspector;0;16;BaseASE/Sprite/Lit/AverageBlur;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Lit;0;0;Sprite Lit;6;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;5;True;True;True;True;True;False;;False;0
WireConnection;45;0;42;1
WireConnection;45;1;42;2
WireConnection;42;0;44;0
WireConnection;49;0;48;0
WireConnection;49;1;38;0
WireConnection;38;0;44;0
WireConnection;38;1;46;0
WireConnection;38;2;47;0
WireConnection;38;3;45;0
WireConnection;54;0;49;0
WireConnection;55;0;54;0
WireConnection;55;1;54;1
WireConnection;55;2;54;2
WireConnection;51;0;55;0
WireConnection;51;1;56;0
WireConnection;51;2;50;4
WireConnection;57;0;51;0
WireConnection;57;3;54;3
WireConnection;56;0;50;1
WireConnection;56;1;50;2
WireConnection;56;2;50;3
WireConnection;33;1;57;0
ASEEND*/
//CHKSM=D4664DACC27583F8FBF6211420BB1B74486B19AF

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ceaca947e9a953d4c84ab2a9cc41e881
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,815 @@
// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "BaseASE/Sprite/Lit/GaussianBlur"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_MainTex("主帖图", 2D) = "white" {}
_BlurRadius("模糊半径", Range( 0 , 10)) = 0
[KeywordEnum(_3x3,_5x5)] _BlurCount("模糊次数", Float) = 0
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
Cull Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
Pass
{
Name "Sprite Lit"
Tags { "LightMode"="Universal2D" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITELIT
#define SHADERPASS_SPRITELIT
#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"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#include "../GaussianBlur.hlsl"
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_TexelSize;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float4 screenPosition : TEXCOORD2;
float3 positionWS : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
VertexOutput vert ( 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.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.screenPosition = vertexInput.positionNDC;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float3 positionWS = IN.positionWS.xyz;
sampler2D tex59 = _MainTex;
float2 texCoord51 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv52 = texCoord51;
float2 uv59 = uv52;
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
float2 uv_delta59 = uv_delat58;
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
sampler2D tex48 = _MainTex;
float2 uv48 = uv52;
float2 uv_delta48 = uv_delat58;
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
#if defined(_BLURCOUNT__3X3)
float4 staticSwitch73 = localGaussianBlur_3x359;
#elif defined(_BLURCOUNT__5X5)
float4 staticSwitch73 = localGaussianBlur_5x548;
#else
float4 staticSwitch73 = localGaussianBlur_3x359;
#endif
float4 Color = staticSwitch73;
float4 Mask = float4(1,1,1,1);
float3 Normal = float3( 0, 0, 1 );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
#endif
Color *= IN.color;
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
InputData2D inputData;
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
SETUP_DEBUG_DATA_2D(inputData, positionWS);
return CombinedShapeLightShared(surfaceData, inputData);
}
ENDHLSL
}
Pass
{
Name "Sprite Normal"
Tags { "LightMode"="NormalsRendering" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITENORMAL
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "../GaussianBlur.hlsl"
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_TexelSize;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert ( 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.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
float3 normalWS = TransformObjectToWorldNormal( v.normal );
o.normalWS = -GetViewForwardDir();
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
o.tangentWS = normalize( tangentWS );
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
return o;
}
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
sampler2D tex59 = _MainTex;
float2 texCoord51 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv52 = texCoord51;
float2 uv59 = uv52;
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
float2 uv_delta59 = uv_delat58;
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
sampler2D tex48 = _MainTex;
float2 uv48 = uv52;
float2 uv_delta48 = uv_delat58;
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
#if defined(_BLURCOUNT__3X3)
float4 staticSwitch73 = localGaussianBlur_3x359;
#elif defined(_BLURCOUNT__5X5)
float4 staticSwitch73 = localGaussianBlur_5x548;
#else
float4 staticSwitch73 = localGaussianBlur_3x359;
#endif
float4 Color = staticSwitch73;
float3 Normal = float3( 0, 0, 1 );
Color *= IN.color;
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
}
ENDHLSL
}
Pass
{
Name "Sprite Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#include "../GaussianBlur.hlsl"
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_TexelSize;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
VertexOutput vert( 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.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float3 positionWS = IN.positionWS.xyz;
sampler2D tex59 = _MainTex;
float2 texCoord51 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv52 = texCoord51;
float2 uv59 = uv52;
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
float2 uv_delta59 = uv_delat58;
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
sampler2D tex48 = _MainTex;
float2 uv48 = uv52;
float2 uv_delta48 = uv_delat58;
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
#if defined(_BLURCOUNT__3X3)
float4 staticSwitch73 = localGaussianBlur_3x359;
#elif defined(_BLURCOUNT__5X5)
float4 staticSwitch73 = localGaussianBlur_5x548;
#else
float4 staticSwitch73 = localGaussianBlur_3x359;
#endif
float4 Color = staticSwitch73;
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
Color *= IN.color;
return Color;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "../GaussianBlur.hlsl"
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_TexelSize;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
int _ObjectId;
int _PassValue;
VertexOutput vert(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_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
sampler2D tex59 = _MainTex;
float2 texCoord51 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv52 = texCoord51;
float2 uv59 = uv52;
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
float2 uv_delta59 = uv_delat58;
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
sampler2D tex48 = _MainTex;
float2 uv48 = uv52;
float2 uv_delta48 = uv_delat58;
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
#if defined(_BLURCOUNT__3X3)
float4 staticSwitch73 = localGaussianBlur_3x359;
#elif defined(_BLURCOUNT__5X5)
float4 staticSwitch73 = localGaussianBlur_5x548;
#else
float4 staticSwitch73 = localGaussianBlur_3x359;
#endif
float4 Color = staticSwitch73;
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#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.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "../GaussianBlur.hlsl"
#pragma shader_feature_local _BLURCOUNT__3X3 _BLURCOUNT__5X5
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_TexelSize;
float _BlurRadius;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _SelectionID;
VertexOutput vert(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_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
sampler2D tex59 = _MainTex;
float2 texCoord51 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv52 = texCoord51;
float2 uv59 = uv52;
float2 appendResult56 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 uv_delat58 = ( appendResult56 * _BlurRadius );
float2 uv_delta59 = uv_delat58;
float4 localGaussianBlur_3x359 = GaussianBlur_3x3( tex59 , uv59 , uv_delta59 );
sampler2D tex48 = _MainTex;
float2 uv48 = uv52;
float2 uv_delta48 = uv_delat58;
float4 localGaussianBlur_5x548 = GaussianBlur_5x5( tex48 , uv48 , uv_delta48 );
#if defined(_BLURCOUNT__3X3)
float4 staticSwitch73 = localGaussianBlur_3x359;
#elif defined(_BLURCOUNT__5X5)
float4 staticSwitch73 = localGaussianBlur_5x548;
#else
float4 staticSwitch73 = localGaussianBlur_3x359;
#endif
float4 Color = staticSwitch73;
half4 outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Hidden/InternalErrorShader"
}
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